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The generated billboards don't match the tree model


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Posted (edited)

The generated billboards don't match the tree models, how can I check what is the cause? It's almost all billboards.I used the mod that replaces the tree models and checked them when generating the billboards

Edited by kites

6 answers to this question

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Posted
31 minutes ago, kites said:

The generated billboards don't match the tree models, how can I check what is the cause? It's almost all billboards.I used the mod that replaces the tree models and checked them when generating the billboards

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.
Provide a link to the tree mod.

https://dyndolod.info/Help/TexGen
Use the Preview button and compare the shown billboard texture for a full model how it looks in NifSkope.
Compare the generated billboard textures in the output folder to preview.

If they are indeed different, upload a generated billboard texture as example.

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Posted (edited)
1 hour ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.
Provide a link to the tree mod.

https://dyndolod.info/Help/TexGen
Use the Preview button and compare the shown billboard texture for a full model how it looks in NifSkope.
Compare the generated billboard textures in the output folder to preview.

If they are indeed different, upload a generated billboard texture as example.

I used a more complex tree replacer, Like this one https://www.nexusmods.com/skyrimspecialedition/mods/95542, here are the logs for texgen https://ufile.io/f/0hwjn

Edited by kites
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Posted
49 minutes ago, kites said:

I used a more complex tree replacer, Like this one https://www.nexusmods.com/skyrimspecialedition/mods/95542, here are the logs for texgen https://ufile.io/f/0hwjn

Also provide the results of the troubleshooting steps you asked for.

TexGen, NifSkope, Billboard for treepineforest01_0001306d, one of the 5 trees of the main mod. They all look like the same tree:
texgen.jpgnifskope.jpgtreepineforest01_0001306d.jpg

Compare to D:\DynDOLOD 3.00-68518-Alpha-176-1722974426\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds and the winning full model Meshes\landscape\trees\treepineforest01.nif

Consider reporting the actual problem as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum.

From the log:
TexGen 3.0 Alpha-176 x64

https://dyndolod.info
Always use the latest versions. ... Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees

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Posted
12 minutes ago, sheson said:

Also provide the results of the troubleshooting steps you asked for.

TexGen, NifSkope, Billboard for treepineforest01_0001306d, one of the 5 trees of the main mod. They all look like the same tree:
texgen.jpgnifskope.jpgtreepineforest01_0001306d.jpg

Compare to D:\DynDOLOD 3.00-68518-Alpha-176-1722974426\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds and the winning full model Meshes\landscape\trees\treepineforest01.nif

Consider reporting the actual problem as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum.

From the log:
TexGen 3.0 Alpha-176 x64

https://dyndolod.info
Always use the latest versions. ... Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Thanks for your patience, I will check again

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Posted
59 minutes ago, sheson said:

Also provide the results of the troubleshooting steps you asked for.

TexGen, NifSkope, Billboard for treepineforest01_0001306d, one of the 5 trees of the main mod. They all look like the same tree:
texgen.jpgnifskope.jpgtreepineforest01_0001306d.jpg

Compare to D:\DynDOLOD 3.00-68518-Alpha-176-1722974426\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds and the winning full model Meshes\landscape\trees\treepineforest01.nif

Consider reporting the actual problem as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum.

From the log:
TexGen 3.0 Alpha-176 x64

https://dyndolod.info
Always use the latest versions. ... Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees

Sorry to bother you again.I think I solved the last problem.Now I have a new doubt.The billboards Gradually brightens as I approach, when switching to the full model, It'll darken in a flash.Is this normal and are there any settings to alleviate this?

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Posted
38 minutes ago, kites said:

Sorry to bother you again.I think I solved the last problem.Now I have a new doubt.The billboards Gradually brightens as I approach, when switching to the full model, It'll darken in a flash.Is this normal and are there any settings to alleviate this?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#post-Logs which DynDOLOD log and debug log to upload when making posts.
Provide  useful screenshots of the full model and the LOD area to show the problem as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots 

If something changes brightness based on distance, then it is because of post processing effects, that have nothing to do with LOD meshes, textures or the tools that have generated them.

See https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees
Use the billboard brightness setting to make billboards darker overall. Consider using ultra tree LOD with 3D tree LOD models.
Could also switch from no shadow to shadow.

https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
...
LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect or Screen-Space Shadows. If large reference bugs workarounds are used, tree full models can be made to also load outside the active cells, to push their swap distance further away.

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