leewinkee Posted April 19 Posted April 19 so i just need to rename the _XXXXXXXpassthru.nif to match the crc thanks you so much sheson you're a legend man
leewinkee Posted April 19 Posted April 19 On 4/19/2025 at 10:38 AM, sheson said: You already answered your question. It follows the simple logic of matching ABCD1234 = ABCD1234 as is already explained. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename should be treeaspen01_XXXXXXXpassthru_lod.nif. Translate these sentences with deepl if required. Checking the log makes it easy to find the required filename or to test if it worked. Expand Can I ask you another question sheson? Only the filename of the 3D tree LOD needs to match the CRC of the full model right ? The CRC of the 3D tree LOD itself doesn't matter correct ?
sheson Posted April 19 Author Posted April 19 On 4/19/2025 at 4:21 PM, leewinkee said: Can I ask you another question sheson? Only the filename of the 3D tree LOD needs to match the CRC of the full model right ? The CRC of the 3D tree LOD itself doesn't matter correct ? Expand The question does not make sense. https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. There are 3D/hybrid tree LOD models, which can be used to generate LOD for trees in object LOD, which is called ultra tree LOD. We simply call them 3D tree LOD models nowadays, since the hybrid part is just one method of optimization done by whoever creates them. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model.
leewinkee Posted April 19 Posted April 19 On 4/19/2025 at 7:07 PM, sheson said: The question does not make sense. https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. There are 3D/hybrid tree LOD models, which can be used to generate LOD for trees in object LOD, which is called ultra tree LOD. We simply call them 3D tree LOD models nowadays, since the hybrid part is just one method of optimization done by whoever creates them. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. Expand Probably I could have worded that better. Every time a NIF gets edited, the CRC of it changes, right? Let’s say I’ve already matched 3D tree LOD models to full models. For example, the full model CRC is ABCD1234, and the LOD model is named blahblah_ABCD1234passthru_lod.nif, so it should work, right? What happens if I edit blahblah_ABCD1234passthru_lod.nif so the CRC of it got changed —would DynDOLOD still work?
z929669 Posted April 19 Posted April 19 On 4/19/2025 at 8:14 PM, leewinkee said: Probably I could have worded that better. Every time a NIF gets edited, the CRC of it changes, right? Let’s say I’ve already matched 3D tree LOD models to full models. For example, the full model CRC is ABCD1234, and the LOD model is named blahblah_ABCD1234passthru_lod.nif, so it should work, right? What happens if I edit blahblah_ABCD1234passthru_lod.nif so the CRC of it got changed —would DynDOLOD still work? Expand It's fine if the LOD model CRC32 changes. The point is that DynDOLOD examines the CRC32 of all full trees considered for LOD and then uses the LOD model with the CRC32 of the full model in it's file name for that full model's LOD tree. Any change at all to the full model will change its CRC32 hash, so the LOD model file name must then be updated to match it. Here's an example. The full model is on the left (also showing the CRC32 checksum), and the LOD model is on the right. Changes to either model will change its CRC32, but the only one that matters is the one on the left (the full model), which expects a matching LOD model with this CRC32 in its file name. In the case of hybrid trees, the trunk model also needs this CRC32 in its file name in order to produce the trunk textures which also use the CRC32 of the full model in their file names.
Druyddark Posted April 19 Posted April 19 Hello, I have a problem generating grass lods. I haven't played Skyrim for a while and I recently came back. I remember, perhaps mistakenly, that grass lod was generated all over the map. However, for some reason, grass lod only appears up to a certain distance, that is, grass appears, grass lod right in front, but at further distances there is no grass lod and you can see the terrain. Is there any way to fix this? You can see it in this image:
z929669 Posted April 20 Posted April 20 On 4/19/2025 at 11:51 PM, Druyddark said: Hello, I have a problem generating grass lods. I haven't played Skyrim for a while and I recently came back. I remember, perhaps mistakenly, that grass lod was generated all over the map. However, for some reason, grass lod only appears up to a certain distance, that is, grass appears, grass lod right in front, but at further distances there is no grass lod and you can see the terrain. Is there any way to fix this? You can see it in this image: Expand You can alter your grass fade range and distance manually, or use our BethINI Pie settings to configure all of your game settings properly for everything. BethINI Ultra will give the best results if your hardware can handle it. Otherwise, High is recommended. Also keep in mind that NGIO has settings that can override the game's INI settings, so we recommend setting the following in NGIO so that the BethINI adjustments manage them: Overwrite-grass-distance = -1 Overwrite-grass-fade-range = -1 Or see all of our recommended NGIO settings. Lastly, we recommend using DynDOLOD grass mode=1 in DynDOLOD_SSE.ini and NGIO config settings, because it articulates with the BethINI presets.
leewinkee Posted April 20 Posted April 20 On 4/19/2025 at 9:36 PM, z929669 said: It's fine if the LOD model CRC32 changes. The point is that DynDOLOD examines the CRC32 of all full trees considered for LOD and then uses the LOD model with the CRC32 of the full model in it's file name for that full model's LOD tree. Any change at all to the full model will change its CRC32 hash, so the LOD model file name must then be updated to match it. Here's an example. The full model is on the left (also showing the CRC32 checksum), and the LOD model is on the right. Changes to either model will change its CRC32, but the only one that matters is the one on the left (the full model), which expects a matching LOD model with this CRC32 in its file name. In the case of hybrid trees, the trunk model also needs this CRC32 in its file name in order to produce the trunk textures which also use the CRC32 of the full model in their file names. Expand It's just a question I've been wondering about, and you have answered it i know a lot more about this subject now, thanks to you and Sheson, so thank you.
sheson Posted April 20 Author Posted April 20 On 4/19/2025 at 8:14 PM, leewinkee said: Probably I could have worded that better. Every time a NIF gets edited, the CRC of it changes, right? Let’s say I’ve already matched 3D tree LOD models to full models. For example, the full model CRC is ABCD1234, and the LOD model is named blahblah_ABCD1234passthru_lod.nif, so it should work, right? What happens if I edit blahblah_ABCD1234passthru_lod.nif so the CRC of it got changed —would DynDOLOD still work? Expand The CRC32 of the LOD model is irrelevant. That is why it is not used or mentioned in these explanations.
sheson Posted April 20 Author Posted April 20 On 4/19/2025 at 11:51 PM, Druyddark said: Hello, I have a problem generating grass lods. I haven't played Skyrim for a while and I recently came back. I remember, perhaps mistakenly, that grass lod was generated all over the map. However, for some reason, grass lod only appears up to a certain distance, that is, grass appears, grass lod right in front, but at further distances there is no grass lod and you can see the terrain. Is there any way to fix this? You can see it in this image: Expand Moved to the DynDOLOD 3 alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/Help/Object-LOD#Settings The distances of the object LOD levels can be controlled with below INI settings - either in the DynDOLOD SkyUI MCM or the Prefs INI, through the game launcher. Use BethINI to set sensible values to start with. [TerrainManager] fBlockLevel0Distance=max distance for object LOD Level 4 in game units Increase fBlockLevel0Distance to increase how far grass LOD shows.
HOME Posted April 21 Posted April 21 So someone on Reddit Recommend I try asking here. I have this issue with Dyndolod where it will close after roughly 4 minutes and generate me no log whatsoever. From my testing, I have narrowed it down to 2 ways Dyndolod will close without warning; 1, I try to generate an output with a texgen output enabled, Or 2, I try to generate an output with the Tamriel World space enabled. Dyndolod gives me no logs to look at, and even the Real-time log doesn't seem to be of much help to me either. I have been able to run Dyndolod the past 3 years without issue, and did not start experiencing this problem till after I updated my list to the latest version of Eldergleam. Asking for support there has yielded no results. Trying to generate dyndolod on a Vanilla game causes the closing as well. I even tried going back to my List before I updated to the latest eldergleam and it still does not work. I Managed to find 2 solutions from roughly 3-4 years where someone on here instructed the OP to enable Real time logging and that fixed the issue for them. Trying that did not work. Found another post that recommend reducing the Max tile size to 128. That did not work as well.I was wondering if there was any other ideas that I could try that I am missing
sheson Posted April 21 Author Posted April 21 On 4/21/2025 at 12:19 AM, HOME said: I have this issue with Dyndolod where it will close after roughly 4 minutes and generate me no log whatsoever. Dyndolod gives me no logs to look at, and even the Real-time log doesn't seem to be of much help to me either. Trying to generate dyndolod on a Vanilla game causes the closing as well. I even tried going back to my List before I updated to the latest eldergleam and it still does not work. I Managed to find 2 solutions from roughly 3-4 years where someone on here instructed the OP to enable Real time logging and that fixed the issue for them. Trying that did not work. Found another post that recommend reducing the Max tile size to 128. That did not work as well.I was wondering if there was any other ideas that I could try that I am missing Expand Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how check the windows event log for related messages and how to upload the real time log when making posts.
oj92 Posted April 22 Posted April 22 Hi guys, I'm a bit lost on what to do/what to check, if you look at my screenshot linked below my grass LOD's look pretty bad, It looks perfect when i get closer and it loads in, every other type of LOD seems perfect except for the grass. I created a grass cache and did hd grass in texgen and grass lod in dyndolod. In my grass control grass mode for dyndolod = 1 and only load from cache is also 1. Really lost, if anyone has any ideas or suggestions it would be appreciated or if any additional information i can provide may assist please let me know. SS of LOD - imgbox - fast, simple image host SS of same hill but Grass loaded - imgbox - fast, simple image host
z929669 Posted April 22 Posted April 22 On 4/22/2025 at 12:17 AM, oj92 said: Hi guys, I'm a bit lost on what to do/what to check, if you look at my screenshot linked below my grass LOD's look pretty bad, It looks perfect when i get closer and it loads in, every other type of LOD seems perfect except for the grass. I created a grass cache and did hd grass in texgen and grass lod in dyndolod. In my grass control grass mode for dyndolod = 1 and only load from cache is also 1. Really lost, if anyone has any ideas or suggestions it would be appreciated or if any additional information i can provide may assist please let me know. SS of LOD - imgbox - fast, simple image host SS of same hill but Grass loaded - imgbox - fast, simple image host Expand In TexGen, try Direct=0 and Ambient=120-150 for HD grass. You can just do HD grass and move that output into your existing TexGen output mod with overwrite. You can also increase ComplexGrassBrightness[Top|Bottom][R|G|B] in DynDOLOD_SSE.ini, but the defaults should be fine if you didn't change them. Then regenerate DynDOLOD.
sheson Posted April 22 Author Posted April 22 On 4/21/2025 at 8:14 PM, izzybinbizzy said: Oh no worries I was just explaining that the ufile wasn’t working for me so you’d believe me lol. Anyways I will give that a shot but I can say that this issue was occurring before I even added this mod. I added acmos and changed lod32 to true to diagnose if that was the issue with my LOD not generating. the mod is definitely running last and LOD files are not being overwritten by anything. the only thing I haven’t been able to figure out in the world space section of the entire LOD missing post. I have searched through xedit in the Tamriel world space section but cannot identify (skill issue) the problem. I’m not skilled enough to know what I’m looking for. At this point I’m just going to redo my entire load order and generate dyndolod in sections because it has to be a mod conflict. I’ll try to redo my inis again as well but I just reverted them to vanilla while I was trying to diagnose my problem. I’ll lyk if I find something Expand Is "this issue was occurring before I even added this mod" referring to the LOD patch output generated by the TexGen/DynDOLOD tools? What are the LOD distance settings shown in the DynDOLOD SkyUI MCM Settings page? Provide a screenshot for example. Test what happens if you specifically set uLockedObjectMapLOD=16 in all INIs that might change it? The EditorID is a row near the top of the worldspace record. It is unlikely that it is not Tamriel in this case, since terrain LOD still shows. Check a couple of the generated BTOs in NifSkope they show/contain the expected object LOD.
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