Jump to content

Recommended Posts

Posted

Hi, I have been trying to complete the STEP guide for the past week or so but I am new to modding so not sure if this is how it should be or a mistake I have made along the way.

When I get closer to certain textures, normally certain trees, some buildings, mountain sides etc the texture will morph noticeably flicker and morph into the new one. I have provided a short example of it here on a tree line: https://www.youtube.com/watch?v=ZKbfEPWxAW8

I have rerun dyndolod and all the other lod generation steps many times, changing settings and other things I have found through searching the forums, I've tried everything I can find, read all the faqs and readmes, but I can't find a solution. I have done the list over completely twice, following every option carefully. I have used all the visual mods and only left out a few gameplay ones (I followed the guide here to remove their masters from the conflict patches)

So is this how it should be or is there a solution to this issue?

If you need any more info please let me know

Thanks

Posted
21 hours ago, Joethomasxxx said:

Hi, I have been trying to complete the STEP guide for the past week or so but I am new to modding so not sure if this is how it should be or a mistake I have made along the way.

When I get closer to certain textures, normally certain trees, some buildings, mountain sides etc the texture will morph noticeably flicker and morph into the new one. I have provided a short example of it here on a tree line: https://www.youtube.com/watch?v=ZKbfEPWxAW8

I have rerun dyndolod and all the other lod generation steps many times, changing settings and other things I have found through searching the forums, I've tried everything I can find, read all the faqs and readmes, but I can't find a solution. I have done the list over completely twice, following every option carefully. I have used all the visual mods and only left out a few gameplay ones (I followed the guide here to remove their masters from the conflict patches)

So is this how it should be or is there a solution to this issue?

If you need any more info please let me know

Thanks

You are seeing the transition from LOD to full (trees in this case). It's normal, but the transition should be less obvious.

If you are using the Step 2.3 SSE Guide, then you should use the xLODGen, TexGen, and DynDOLOD settings from the examples if you want the best transitions (or a good starting point for your system).

 

Time of day also matters. Test at noon game time.

Posted
4 minutes ago, Joethomasxxx said:

Thanks for the reply

I have followed the Step guide settings exactly (multiple times).

Is there any settings I can adjust to make the transition less obvious?

Test transitions in game at noon. If they still look off, then post a screen of that difference before/after transition (or another video). Use tll console command to toggle LOD off/on to see where LOD begins

Also remember that LOD doesn't behave the same way as 'full' trees, so there will always be some difference, but it should be subtle.

Posted

Here is a video from noon

Here is a video with the LOD turned off through the console

 

Is this how it should look when following the guide?

Thanks for all your help.

Posted
19 hours ago, Joethomasxxx said:

Here is a video from noon

Here is a video with the LOD turned off through the console

 

Is this how it should look when following the guide?

Thanks for all your help.

In your case, you can try decreasing TexGen Direct/Ambient to 150/50 for HD tree, leaving the rest of the settings alone. Then regen DynDOLOD.

This is assuming you were using the guide values of 170/60.

Posted
1 hour ago, Joethomasxxx said:

Here is a new video with the 150/50 settings, recorded at noon, seems to be the same result

 

Are you using Level0 at LOD4 in your DynDOLOD tree mesh rule? If so, try lowering Direct/Ambient even more. Maybe 135/30

Posted (edited)
51 minutes ago, z929669 said:

Are you using Level0 at LOD4 in your DynDOLOD tree mesh rule? If so, try lowering Direct/Ambient even more. Maybe 135/30

 

Yea, I used these settings

Optimal (Guide Default) Level0 Billboard4 Billboard1

 (LOD32 Billboard6 for the map)

I'll try 135/30

Edited by Joethomasxxx
Posted
1 hour ago, z929669 said:

Are you using Level0 at LOD4 in your DynDOLOD tree mesh rule? If so, try lowering Direct/Ambient even more. Maybe 135/30

Looks about same to me.

Does your game look like this? 

 

Posted
11 hours ago, Joethomasxxx said:

Looks about same to me.

Does your game look like this? 

 

It looks pretty normal to me.

Also, my mistake about TexGen Direct/Ambient. That only applies to billboards, and the 170/60 values are still best for really distant trees. If you are using the following tree mesh rule ...

image.png

...then you would not see any difference with the TexGen changes anyway, because your videos show LOD4 witch has 'Level0' 3D trees.

To lower the brightness of these, you can lower CrownBrightness in your .\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Default value is 1. Try changing it to 0.9 or 0.8, etc. Then regenerate DynDOLOD again.

Apologies for leading you incorrectly on this.

Posted
5 hours ago, z929669 said:

It looks pretty normal to me.

Also, my mistake about TexGen Direct/Ambient. That only applies to billboards, and the 170/60 values are still best for really distant trees. If you are using the following tree mesh rule ...

image.png

...then you would not see any difference with the TexGen changes anyway, because your videos show LOD4 witch has 'Level0' 3D trees.

To lower the brightness of these, you can lower CrownBrightness in your .\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Default value is 1. Try changing it to 0.9 or 0.8, etc. Then regenerate DynDOLOD again.

Apologies for leading you incorrectly on this.

Here is CrownBrightness 0.8

 

Posted

Still looks quite jarring and eye catching to me.

Though I am completely unfamiliar with the engine so if this is just how it is and there is nothing else that can be done to make the transition less noticeable, I am fine with that.

 

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.