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Posted
2 hours ago, sheson said:

Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt and ..\TexGen Output \textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt

I see, a lot of the entries in the texgen output file say false at the end. I will continue to look into this, thanks Sheson

Posted

Sheson, I'm trying to find info on the useDecalFlag option in the sse configuration file.  I've been looking in the manual for "DynDOLOD_Manual.html#11a" but seem to be too inept to locate it.  I was hoping it might help alleviate some z fighting I've been wrestling with on level0 lod models of heavily-laden snow trees.  Any info is appreciated.

Posted
1 hour ago, tnicko said:

Sheson, I'm trying to find info on the useDecalFlag option in the sse configuration file.  I've been looking in the manual for "DynDOLOD_Manual.html#11a" but seem to be too inept to locate it.  I was hoping it might help alleviate some z fighting I've been wrestling with on level0 lod models of heavily-laden snow trees.  Any info is appreciated.

If you set UseDecalFlag=1, then the Shader Flag 1 - Decal + Dynamic_Decal and Shader Flag 2 - No_Fade are kept in the BTOs without requiring the "passthru" identifier. That will cause the shape to be always drawn in front of other shapes in the same vicinity.

Using decals in LOD can  cause decal fade to be short (maybe in Skyrim LE only), that is what the INI settings explained the manual try to prevent.

It probably would be overall better to actually remove the "loosing" surfaces that are supposed to be covered/behind things.

Posted

Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees.

Recommended DynDOLOD 3 'tree' mesh rules:

  • Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2
  • Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many)
  • Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)

For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium'

Posted
1 hour ago, Commander97 said:

Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees.

Recommended DynDOLOD 3 'tree' mesh rules:

  • Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2
  • Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many)
  • Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)

For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium'

you should click on any one of the low/medium/high presets to invoke and list the mesh rules. Not sure if low/medium both show a 'tree' rule, but high does. Then double-click on this mesh rule (near bottom) and make the edits corresponding to what you want (otherwise, create it from scratch just before the last rule). Then close that in ckick 'OK' to generate object LOD.

Also be certain to tick 'ultra' for trees in object LOD (unless you prefer traditional LOD trees for some reason, and then none of this applies). The DynDOLOD doc also describes this: ../DynDOLOD/docs/DynDOLOD_Manual_SSE.html

Also see the TexGen doc: ../DynDOLOD/docs/help/TexGen.html

Posted
1 hour ago, Commander97 said:

Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees.

Recommended DynDOLOD 3 'tree' mesh rules:

  • Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2
  • Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many)
  • Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)

For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium'

Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html which explains how enable ultra LOD and how to change the "tree" mesh mask rule in the advanced options.

Double or right click a rule to edit it.

Posted (edited)

I have what appears to be mountain snow textures being projected in front of trees. Is that a Dyndolod 3 issue or just a limitation of the Skyrim Engine? Is there a fix for this sort of thing?

It's mostly noticable when in front of Bleak Falls Barrow and looking toward the mountain to High Hrothgar.

Here is a picture showing the issue.

https://i.imgur.com/5giyOKx.jpg

Thanks for any help/advice!

 

Edited by Braxus
Posted
2 hours ago, Braxus said:

I have what appears to be mountain snow textures being projected in front of trees. Is that a Dyndolod 3 issue or just a limitation of the Skyrim Engine? Is there a fix for this sort of thing?

It's mostly noticable when in front of Bleak Falls Barrow and looking toward the mountain to High Hrothgar.

Here is a picture showing the issue.

https://i.imgur.com/5giyOKx.jpg

Thanks for any help/advice!

 

Snow LOD on top of the rocky mountain are material object shaders that are applied in the game. The shader record itself is not changed by DynDOLOD and also does not affect LOD generation  itself. DynDOLOD does not change how the engine works.

Never seen that problem. But check in xEdit if a plugin changes 0006AE38 or 00050372. If a NIF is being set it might have the decal flags set in its shader causing this.

If that is not it you need to check if a mod changes the mountain LOD models in ..\Meshes\LOD\Mountains\

Posted (edited)
On 10/28/2021 at 7:45 PM, sheson said:

Bruma, see this post and this thread

If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again.

It is impossible to generate good LOD for new worldspaces/mods that do not include all the data for the worldspace or all the assets.

I doubt telling the mod author(s) is going to change much. It is like this since 4 years. We will simply have to await for the complete release.

Hey, just letting you know the maker of A Clear World Map just added Bruma. https://www.nexusmods.com/skyrimspecialedition/mods/56367/

Hope this helps. Which means we don't have to change the lod settings to 16 in his ini.

Edited by mattski123
Posted

Hey Sheson,

I posted a brief comment on a Spice of Life Forts thread I had previously created but maybe this thread would be best for 3.0 support... The aforementioned mod contains these two config files:

image.thumb.png.fee98230500a7f20788af21c79fe2b52.png

However, they don't seem to work with 3.0 (worked pretty well with 2.9x). Forts now have purple lods...

Should a different syntax be used to tell texgen to generate the needed textures, than the one used in those files? Here's what they contain:

image.thumb.png.975db94c6acbbdc6e3c2eb9b5dff3654.png

image.thumb.png.5755dad1a2685637bedc5512bb0dc4fd.png

I last ran DynDOLOD with resources alpha 13. If support for SoL Forts has been added since, then I'm sorry to bring this up. But since the mod itself contained the config files, I guess it's up to the author (or us users) to fix it... In which case, what needs to be done? Thanks

Posted
5 hours ago, godescalcus said:

Hey Sheson,

I posted a brief comment on a Spice of Life Forts thread I had previously created but maybe this thread would be best for 3.0 support... The aforementioned mod contains these two config files:

image.thumb.png.fee98230500a7f20788af21c79fe2b52.png

However, they don't seem to work with 3.0 (worked pretty well with 2.9x). Forts now have purple lods...

Should a different syntax be used to tell texgen to generate the needed textures, than the one used in those files? Here's what they contain:

image.thumb.png.975db94c6acbbdc6e3c2eb9b5dff3654.png

image.thumb.png.5755dad1a2685637bedc5512bb0dc4fd.png

I last ran DynDOLOD with resources alpha 13. If support for SoL Forts has been added since, then I'm sorry to bring this up. But since the mod itself contained the config files, I guess it's up to the author (or us users) to fix it... In which case, what needs to be done? Thanks

Post the TexGen logs as explained in the first post. It is very likely that config rules are not loaded and thus do not show up in the logs.

The config files for TexGen are loaded when the matching plugin name is installed in the load order. The MO2 screenshot does not show the plugin. 

The config file format for TexGen did not change.

This mod could use an update to give each new full texture a unique filename as per the Bethesda file naming conventions instead of using folder separation. Then there won't be any need for custom LOD models anymore and LOD textures would be generated automatically on the fly by DynDOLOD 3.

Posted (edited)

I'm getting this error:

LOGDenx64.exe failed to generate object lod for one or more worlds,

looking at the log i see 2 errors

- error occlusion generation aborted due to LODGen error

- error LOGDenx64.exe failed to gegerate objeect lod for PalePass

Logs:

https://ufile.io/f/6x7ie

 

 

Edited by dovisally
Posted
44 minutes ago, dovisally said:

I'm getting this error:

LOGDenx64.exe failed to generate object lod for one or more worlds,

looking at the log i see 2 errors

- error occlusion generation aborted due to LODGen error

- error LOGDenx64.exe failed to gegerate objeect lod for PalePass

Logs:

https://ufile.io/f/6x7ie

As you can see from the LODGen log, there is a problem reading the PalePass.4.1.-4.btr terrain LOD mesh file.

It is probably corrupt or invalid.

You could try to open the file in NifSkope to see if it is valid or not. If it opens without problem in NifSkope upload the file for me to review.

If NifSkope agrees, reinstall the mod it comes from.

Best solution is always to generate terrain LOD (meshes at least) with xLODGen for the current load order with xLODGen.

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