Illana Posted October 28, 2021 Posted October 28, 2021 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
MisterMorden Posted October 29, 2021 Posted October 29, 2021 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.
sheson Posted October 29, 2021 Author Posted October 29, 2021 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.
MisterMorden Posted October 29, 2021 Posted October 29, 2021 Ok, thanks for the explanation, I'm going to look again in the manual to find the relevant section.
Commander97 Posted October 29, 2021 Posted October 29, 2021 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'
z929669 Posted October 29, 2021 Posted October 29, 2021 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
sheson Posted October 29, 2021 Author Posted October 29, 2021 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.
Braxus Posted October 30, 2021 Posted October 30, 2021 (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 October 30, 2021 by Braxus
sheson Posted October 30, 2021 Author Posted October 30, 2021 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\
mattski123 Posted October 31, 2021 Posted October 31, 2021 (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 October 31, 2021 by mattski123
sheson Posted October 31, 2021 Author Posted October 31, 2021 6 hours ago, mattski123 said: 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. Changing INI settings for the map or existing BTR/BTO Level 32 meshes and their textures have no relevance to LOD generation or DynDOLOD.
godescalcus Posted November 1, 2021 Posted November 1, 2021 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: 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: 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
sheson Posted November 1, 2021 Author Posted November 1, 2021 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: 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: 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.
dovisally Posted November 1, 2021 Posted November 1, 2021 (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 November 1, 2021 by dovisally
sheson Posted November 1, 2021 Author Posted November 1, 2021 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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