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I managed to successfuly generate 3D tree lod again after a few tries but I have a question, is there any option to push out the distance of fully rendered trees before the level0 lod appears without increasing the ugrids?

Posted

I managed to successfuly generate 3D tree lod again after a few tries but I have a question, is there any option to push out the distance of fully rendered trees before the level0 lod appears without increasing the ugrids?

No.

Posted (edited)

So, Texgen works now, didn't on Alpha 13. But Dyndolod doesn't complete. it says "LODGenx64.exe returned 194" for all of the worlds and stops. (I'll add the logs in a moment)

 

Well, it seems both debug log and log are too big for pastebin. No bugreport was created

Edited by Selfishmonkey
Posted (edited)

I generated grass billboards at iMinGrassSize140 and the FPS benefits are quite noticeable.  However, whilst that value looks ok for LOD, it's too thin for Loaded cells. Is there any way I can have different values for Imingrasssize (Loaded cell vs LOD), so LOD grass can be thinner than cell loaded grass. My ideal cell loaded grass is imingrasssize120.

 

fwiw here is LOD grass at imingrassisze140 > https://imgur.com/a/7eViEV6.

 

I've also uploaded the output to that shared folder

Edited by kojak747
Posted (edited)

DynDOLOD Alpha 14 has duplicate ini files next to its root folder plus a clean.bat file. Dupe DynDOLOD_SSE.ini etc

 

How to progress?

I use it to reset the installation to default INIs and empty out the log, export and cache folder. Ignore if you do not want to clean/reset the current installation.

I got a BSOD running dyndolod alpha 14, is there any specific data I can provide you to help diagnose?

EDIT:

Log: https://pastebin.com/yEmzYJSx

No debug log was created.

BSOD are caused by hardware, BIOS, driver or OS problems. Programs can not cause BSOD, they CTD if there is an unhandled exception.

Edited by sheson
Posted (edited)

 

You uploaded TexGen logs with this. Please upload the DynDOLOD log and debug log and the LODGen log if it exists.

 

Can you repeat the exception by "Executing LODGen" again in expert=1 mode?

If it is repeatable, upload these files from the folder ..\DynDOLOD\Edit Scripts\Export\ :

 

LODGen_SSE_Export_Tamriel.txt

LODGen_SSE_Terrain_Tamriel.bin

LODGen_SSE_Object_Atlas_Map_Tamriel.txt

LODGen_SSE_Alt_Textures_Tamriel.txt

LODGen_SSE_Flat_Textures.txt

I generated grass billboards at iMinGrassSize140 and the FPS benefits are quite noticeable.  However, whilst that value looks ok for LOD, it's too thin for Loaded cells. Is there any way I can have different values for Imingrasssize (Loaded cell vs LOD), so LOD grass can be thinner than cell loaded grass. My ideal cell loaded grass is imingrasssize120.

 

fwiw here is LOD grass at imingrassisze140 > https://imgur.com/a/7eViEV6.

 

I've also uploaded the output to that shared folder

 

You can always update the grass cache with different grass settings after LOD generation or disable the grass cache and let the GrassControl.dll generate grass.

 

However, any such changes means that grass LOD and loaded grass do not match anymore and the fade/switch will be more obvious.

Edited by sheson
Posted

hello, I'm wondering if this navmesh geometery change was intentional?  I have not seem something like that so far in the FO4LODGEN.esp 

 

https://imgur.com/gFxtdM4

Obviously that is not an intentional change.

 

The unknown data in Fallout4.esm must have changed since FO4LODGen.esp was created.

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