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Posted

I'm following the No Grass LOD Check List and I'm using vanilla grass but I have other grass mods. I have precached all the grass I need. Any extra errors don't seem relatable, and I've asked Mod Authors specifically to mod specific queries. Here's the logs + extras for mroe details: https://easyupload.io/i7lx0z

How do I fix these from the checklist:

1. I don't have any grass LOD billboards in TexGen Output.

2. My debug log doesn't contain <Notice: [Worldspace] Gathering grass data for object LOD> .

3. DynDOLOD_tamriel.dds doesn't contain any grass from TexGen (as I couldn't find anything in texgen).

4. LODGen_SSE_Export_Tamriel.txt doesn't contain GrassMap=.

5. I don't appear to have any LODGen_SSE_Grass_Map_[Worldspace].txt files.

6. I have a bunch of files in \Objects\[Worldspace].4.x.y.bto and I ran execute LODgen, checked the LODGen_SSE_Tamriel_log.txt and couldn't find any reference to grass.

7. I also have a warning saying FBlockLevel0Distance set to 60000. Should I be worried or concerned about this?

All of this is related to my post here:

 

Posted
6 hours ago, mattski123 said:

I'm following the No Grass LOD Check List and I'm using vanilla grass but I have other grass mods. I have precached all the grass I need. Any extra errors don't seem relatable, and I've asked Mod Authors specifically to mod specific queries. Here's the logs + extras for mroe details: https://easyupload.io/i7lx0z

How do I fix these from the checklist:

1. I don't have any grass LOD billboards in TexGen Output.

2. My debug log doesn't contain <Notice: [Worldspace] Gathering grass data for object LOD> .

3. DynDOLOD_tamriel.dds doesn't contain any grass from TexGen (as I couldn't find anything in texgen).

4. LODGen_SSE_Export_Tamriel.txt doesn't contain GrassMap=.

5. I don't appear to have any LODGen_SSE_Grass_Map_[Worldspace].txt files.

6. I have a bunch of files in \Objects\[Worldspace].4.x.y.bto and I ran execute LODgen, checked the LODGen_SSE_Tamriel_log.txt and couldn't find any reference to grass.

7. I also have a warning saying FBlockLevel0Distance set to 60000. Should I be worried or concerned about this?

All of this is related to my post here:

 

If there are no grass LOD billboards generated, then you found the problem. There obviously is no point to do any checks beyond that point until that requirement has been met.

To generate grass LOD billboards with TexGen, check the Grass checkbox in the Tree/Grass LOD Billboards options. See ..\DynDOLOD\docs\help\TexGen.html

Read ..\DynDOLOD\docs\help\LogMessages.html to learn what log messages mean.

Posted (edited)
25 minutes ago, sheson said:

If there are no grass LOD billboards generated, then you found the problem. There obviously is no point to do any checks beyond that point until that requirement has been met.

To generate grass LOD billboards with TexGen, check the Grass checkbox in the Tree/Grass LOD Billboards options. See ..\DynDOLOD\docs\help\TexGen.html

Read ..\DynDOLOD\docs\help\LogMessages.html to learn what log messages mean.

I see. But how do I fix my grass and landscape which you saw in my original post? I wanna have the primest setting suggested for those distances and to load grass from that far away. Also, do I need a grass mod??? other than what I already have.

Edited by mattski123
Posted
23 minutes ago, mattski123 said:

I see. But how do I fix my grass and landscape which you saw in my original post? I wanna have the primest setting suggested for those distances and to load grass from that far away. Also, do I need a grass mod??? other than what I already have.

Use xLODGen to generate terrain LOD meshes and textures to improve terrain LOD in the LOD area.

Generate grass LOD with DynDOLOD to have grass LOD in the LOD area.

See the first and second post to see the requirements and instructions how to generate grass LOD.

Posted
32 minutes ago, sheson said:

Use xLODGen to generate terrain LOD meshes and textures to improve terrain LOD in the LOD area.

Generate grass LOD with DynDOLOD to have grass LOD in the LOD area.

See the first and second post to see the requirements and instructions how to generate grass LOD.

According to the instructions, the reason the option is disabled is because the requirements aren't met. And I've been generating the object LODs fine. So, how do I fix this grass issue? When I precached grass I had it set to: DynDOLODGrassMode = 1. And all the rest is correct. It found 27807 grass cache files.

Posted
27 minutes ago, mattski123 said:

According to the instructions, the reason the option is disabled is because the requirements aren't met. And I've been generating the object LODs fine. So, how do I fix this grass issue? When I precached grass I had it set to: DynDOLODGrassMode = 1. And all the rest is correct. It found 27807 grass cache files.

As explained on the second post and answered to the earlier question, grass LOD billboards need to be generated with TexGen and installed in the load order in order to be able to generate grass LOD.

DynDOLODGrassMode in NGIO does not affect the pre-caching of grass. It is a distance setting that defines how far full grass renders.

Posted
18 minutes ago, mattski123 said:

But I've done all that. All is done. What am I doing wrong?

The files you uploaded show that the Grass checkbox under Tree/grass LOD Billboard options was not checked when TexGen was run. Hence it creates no grass LOD billboards.

Posted
18 minutes ago, sheson said:

The files you uploaded show that the Grass checkbox under Tree/grass LOD Billboard options was not checked when TexGen was run. Hence it creates no grass LOD billboards.

I stand corrected. I am very sorry for the inconvenience. Thank you for telling me.

Posted

So I'm using the latest Dyndolod 3 alpha and I've run into an issue (or simply something I don't understand).

It looks awesome, but when I try to adjust the tree render distance via ''ftreeloaddistance'' it doesn't do anything. Whether I set it to 75.000, 10.000 or just 0, the tree loading distance stays the same. The only way to change the tree loading distance seems to be via the Statis Object LOD sliders (but of course that adjusts any distant objects, not just trees).

This is with: Ultra trees, standard high settings, no manual changes. I have no billboards or any tree mods installed.

Is this intentional behaviour or am I missing something / did I do something wrong?

Posted
23 minutes ago, Tagek said:

So I'm using the latest Dyndolod 3 alpha and I've run into an issue (or simply something I don't understand).

It looks awesome, but when I try to adjust the tree render distance via ''ftreeloaddistance'' it doesn't do anything. Whether I set it to 75.000, 10.000 or just 0, the tree loading distance stays the same. The only way to change the tree loading distance seems to be via the Statis Object LOD sliders (but of course that adjusts any distant objects, not just trees).

This is with: Ultra trees, standard high settings, no manual changes. I have no billboards or any tree mods installed.

Is this intentional behaviour or am I missing something / did I do something wrong?

As explained in the manual or while hovering the mouse over the Ultra checkbox, ultra tree LOD means LOD for trees in done in object LOD.

Posted
18 minutes ago, sheson said:

As explained in the manual or while hovering the mouse over the Ultra checkbox, ultra tree LOD means LOD for trees in done in object LOD.

Ah, so I'm a complete idiot! Welp, sorry for wasting your time and thank you for the quick reply and awesome LOD tool! =)

Posted

Hey, when generating terrain underside, is that for the terrain DIRECTLY under the grass (literally the ground) or is it somethign else? I found that I was missing a patch of land when I tested it out, but wanna know if it's worth it.

If that's not it, what settings change the quality of the ground LODs? I just don't like the blurry quality that I'm receiving when I generate it. Would increasing Near or FarGridToLoad change this?

Posted
2 hours ago, mattski123 said:

Hey, when generating terrain underside, is that for the terrain DIRECTLY under the grass (literally the ground) or is it somethign else? I found that I was missing a patch of land when I tested it out, but wanna know if it's worth it.

If that's not it, what settings change the quality of the ground LODs? I just don't like the blurry quality that I'm receiving when I generate it. Would increasing Near or FarGridToLoad change this?

Read the included documentation:

..\DynDOLOD\docs\help\Underside.html
"placed slightly under the full terrain"

..\DynDOLOD\docs\help\Advanced.html
"The Height sets the negative distance to the actual terrain. Lower numbers mean better better blocking at a higher risk of the terrain underside mesh visually peaking through the actual terrain or terrain LOD."

As already explained, use xLODGen to generate terrain LOD. As you know form the DynDOLOD manual, terrain is the ground. You also already generated terrain LOD meshes with protect cell border to fix the weird drops in the terrain LOD meshes.

As already explained, Read the manual which explains what the Near and FarGrid is and that they are a concept of dynamic LOD.

Terrain underside, terrain LOD, Grass LOD etc. typically does not change anything in the loaded cells.

Posted

So I was finally successful in generating TexGen and DynDOLOD with no issues whatsoever.

The problem?  My entire Windows 10 Home installation had become corrupt.  I had to format the entire drive and reinstall the OS clean.

Looking forward to seeing the results in-game!

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