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Posted
16 hours ago, sheson said:

Read the first post of the DynDOLOD 3.00 Alpha thread where to make post when participating in the DynDOLOD 3 Alpha test. I moved the post to the thread.

Do not post screenshots of text. Copy and paste the text instead. Read the first post which logfiles to include when making posts.

Read the Summary that opens in the the default browser and what it explains about the file not found messages or read the explanations directly at https://dyndolod.info/Messages/File-Not-Found-Meshes

You seem to be surprised that files that can not be found do not exist. If a file would exist it would be found.

Not sure what the question is?

Sorry,but the problem is that the latest version of Legacy of the Dragonborn does not have a file named da_light3.nif...

Posted
1 hour ago, ZenosGalvus said:

Sorry,but the problem is that the latest version of Legacy of the Dragonborn does not have a file named da_light3.nif...

That is what the message reports. The plugin defines assets that do not exist.

If the assets would exist or if the plugin wouldn't contain records that define missing assets there would be no messages.

Posted (edited)

I ran TexGen and accidentally left Seamless Billboards and 3D Trees and Plants Billboards active in load order. After I installed TexGen_Output, I noticed that it didn't entirely overwrite those two, some trees were left unaffected by TexGen.

Seamless Billboards contains a plugin as well. And the mod HD LODs also has several tree lod textures included.

Do I need to deactivate Seamless Billboards and 3D Trees Billboards and run TexGen again? And what do I do with HD LODs?

Edited by Katarsi
forgot to include something
Posted
1 hour ago, Katarsi said:

I ran TexGen and accidentally left Seamless Billboards and 3D Trees and Plants Billboards active in load order. After I installed TexGen_Output, I noticed that it didn't entirely overwrite those two, some trees were left unaffected by TexGen.

Seamless Billboards contains a plugin as well. And the mod HD LODs also has several tree lod textures included.

Do I need to deactivate Seamless Billboards and 3D Trees Billboards and run TexGen again? And what do I do with HD LODs?

As explained, it is best to not install (or remove) 3rd party billboards and instead use TexGen to generate all desired billboards.

TexGen does not care about billboards in the load order. TexGen Configuration explains how TexGen determines which billboards to create automatically and how to force enable/disable specific billboard creation.

DynDOLOD will use all billboards found in the load order.

Posted

Thank you sheson :)

I've just now successfully finished generating everything. I removed Seamless Billboards and 3D Trees Billboards before running TexGen and it really wasn't a loss. Both TexGen and DynDOLOD did their job flawlessly. I was sincerely amazed at what these two can do now! You're a bloody genius.

  • Like 1
Posted

I'm getting a super-white lod of Eldersblood Peak (like so white the main structure is practically blended into the sky) as shown in these shots:

https://imgur.com/a/fkKtPE7

The vanilla lod is slightly darker and not solid white so it stands out a little better, but of course the bricks are not nearly as detailed.  Any idea on how I might mitigate this?  I was thinking of maybe having dyndolod ignore this model but I'm unsure as to how I might do that.  Or perhaps a rule for this model not to use the snow material?

Posted
6 hours ago, tnicko said:

I'm getting a super-white lod of Eldersblood Peak (like so white the main structure is practically blended into the sky) as shown in these shots:

https://imgur.com/a/fkKtPE7

The vanilla lod is slightly darker and not solid white so it stands out a little better, but of course the bricks are not nearly as detailed.  Any idea on how I might mitigate this?  I was thinking of maybe having dyndolod ignore this model but I'm unsure as to how I might do that.  Or perhaps a rule for this model not to use the snow material?

Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader.

You can set a rule with the NoMato flag set for the reference or the mesh to not set the material shader. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Posted
2 hours ago, Payam7496 said:

Hi Sheson!

I'm trying to generate LODs for EnderalSE but the far distant mountain textures look like this and I can't figure out why:

ScreenShot17-min.png

ScreenShot18-min.png

ScreenShot19-min.png

ScreenShot20-min.png

No load order was provided.
Looks like there is a custom mountain texture installed and its rendered object LOD textures for the further away mountains LOD are not updated to match the full texture.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

If this is the vanilla game provide form ID or location information. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Posted (edited)
38 minutes ago, sheson said:

No load order was provided.
Looks like there is a custom mountain texture installed and its rendered object LOD textures for the further away mountains LOD are not updated to match the full texture.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

Thank you for the response! I understand now. This indeed is the vanilla Enderal

I might be wrong but after checking the LODGen logs, I think Level01 and Level02 for mountainpeak02 for example use the "mtnpeak02Lod.dds" texture file which is not present in EnderalSE files, but Level0 and Dynamic use "mountainslab02.dds" which is provided in Enderal files. I renamed a texture and replaced "mtnpeak02Lod.dds" then regenerated dyndolod and it now looks as intended I guess, sorry about the load order ,I only have combat mods I thought it's probably irrelevant

InkedScreenShot21_LI.jpg

Edited by Payam7496
Posted
22 minutes ago, Payam7496 said:

I might be wrong but after checking the LODGen logs, I think Level01 and Level02 for mountainpeak02 for example use the "mtnpeak02Lod.dds" texture file which is not present in EnderalSE files nor is generated by TexGen, but Level0 and Dynamic use "mountainslab02.dds" which is provided in Enderal files. I renamed a texture and replaced "mtnpeak02Lod.dds" then regenerated dyndolod and it now looks as intended I guess, sorry about the load order ,I only have combat mods I thought it's probably irrelevant

InkedScreenShot21_LI.jpg

Either textures\landscape\mountains\mountainslab02.dds is being replaced by a mod or full the mountains use a different texture.

textures\lod\mtnpeak02lod.dds is a vanilla object LOD texture that ships with Skyrim - Textures5.bsa.

As explained, it is not being updated by TexGen at the moment and needs to be manually created.

If those mountain use a texture set replacement, the LOD models that use the rendered object LOD texture need custom models with their own unique LOD texture filename so they do not interfere with the "normal" mountains. 

Can not look myself without a form ID or cell coordinates.

Posted (edited)
18 minutes ago, sheson said:

Either textures\landscape\mountains\mountainslab02.dds is being replaced by a mod or full the mountains use a different texture.

textures\lod\mtnpeak02lod.dds is a vanilla object LOD texture that ships with Skyrim - Textures5.bsa.

As explained, it is not being updated by TexGen at the moment and needs to be manually created.

If those mountain use a texture set replacement, the LOD models that use the rendered object LOD texture need custom models with their own unique LOD texture filename so they do not interfere with the "normal" mountains. 

Can not look myself without a form ID or cell coordinates.

Thank you so much for your help Sheson! I found the culprit. badly named BSA

Edited by Payam7496
Posted
2 hours ago, tnicko said:

Thank you, Sheson.  If that doesn't look better, how would I go about telling dyndolod to ignore this model during lod creation and just keep the vanilla one?

Why do you believe it is not the vanilla LOD model? You can try to delete any loose LOD model with the same path and filename as the LOD model in Skyrim Meshes BSA,.

LOD models do not contain snow shaders. Whatever snow cover you see is applied onto the already generated object LOD.

Posted (edited)
2 hours ago, sheson said:

Why do you believe it is not the vanilla LOD model? You can try to delete any loose LOD model with the same path and filename as the LOD model in Skyrim Meshes BSA,.

LOD models do not contain snow shaders. Whatever snow cover you see is applied onto the already generated object LOD.

I have a pic of the vanilla lod (not on that imgur link, however) and the dyndo-generated one has much better defined bricks/stones and also less snow coverage on the cubic parts of the ruin...instead of nearly being entirely white, it's more like the other section of the model where the snow just sits on top of the stones, giving it some distinction from the sky behind it.  Now, granted, that is with no other mods installed so the lod snow shader applied here is probably from some other mod like MM or nordic snow.  I guess my first try should be hiding the file that provides this shader, letting the vanilla one take over and see how that looks?  Dyndolod would only affect the quality of the bricks/stones themselves and not the amount of coverage by the snow shader, right?  Sorry for my lack of brevity.

Edited by tnicko
can't spell to save my life

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