Phlunder Posted January 7, 2022 Posted January 7, 2022 4 minutes ago, z929669 said: Step has been suggesting Billboard4 (and Billboard1) for a while now for all LOD levels as a 'performance' option for trees in object LOD (versus Level[0|1|2]). Both react well with lighting. It can give back a lot of FPS with some mod LOD (e.g., Aspens Ablaze). My XP is that Billboard# is always a bit flatter and darker (and fuller) in game than the 3D models, but they never seem to suffer from some of the alpha threshold issues you get with really branchy trees in LOD. I used Billboard1 with HD Tree LOD in object LOD for quite a long time now, and while it does react better to light than regular billboards, Billboard4 is really perfect now. I'll try not to miss your suggestions the next time, the whole site has always been a great resource for me!
z929669 Posted January 7, 2022 Posted January 7, 2022 1 hour ago, Phlunder said: I used Billboard1 with HD Tree LOD in object LOD for quite a long time now, and while it does react better to light than regular billboards, Billboard4 is really perfect now. I'll try not to miss your suggestions the next time, the whole site has always been a great resource for me! Great tho hear it. We're looking closely at your glacier mod for next guide iteration. I saw you troubleshooting some LOD steps here in recent days. It looks very good. I'm off topic for sure now, so sheson please forgive.
shadownightfury5 Posted January 9, 2022 Posted January 9, 2022 I've generated the TexGen output and put it into MO2 but it just doesnt seem to detect it. I open DynDOLOD and TexGen in MO2 So I'm not sure what I'm doing wrong. DynDOLOD logs: https://pastebin.com/BQw6rXsX
z929669 Posted January 9, 2022 Posted January 9, 2022 Using Alpha 60. TexGen isn't creating HD trunk billboard texturess (or the _[1|2].dds is being stripped from [or not added to] the texture names), and DynDOLOD is complaining: example TexGen billboard from log: [00:10] Creating billboard C:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk with dyndolod\render\billboards\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk.nif DynDOLOD error for this tree: Warning: File not found textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds. Used by meshes\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dffpassthru_lod.nif DynDOLOD.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13] The DynDOLOD log entry was shared with me by @DoubleYou. I didn't bother running DynDOLOD when I saw this TexGen log, since I knew what would happen. I didn't see anything about fundamental changes to how DynDOLOD is doing HD tree billboards, so I think this may just be a glitch in a recent Alpha update (I haven't tested since Alpha 54, I think): TexGen_SSE_Debug_log.txt
Carbony Posted January 9, 2022 Posted January 9, 2022 Thanks for the 3.0 update it's amazing! And i allow myself to ask you which grass mod do you advise to have, for the best performance and compatibility with dyndolod (many mods don't have Billboard)
z929669 Posted January 9, 2022 Posted January 9, 2022 21 minutes ago, Carbony said: Thanks for the 3.0 update it's amazing! And i allow myself to ask you which grass mod do you advise to have, for the best performance and compatibility with dyndolod (many mods don't have Billboard) Step Uses Cathedral Landscapes, which is one of the better performing ones. Plenty of others though
tymib12 Posted January 9, 2022 Posted January 9, 2022 Trying to run DynDOLODx64 but it keeps on giving me this error. As far as im aware everything is correctly pathed. DynDOLOD_SSE_Debug_log.txt
z929669 Posted January 9, 2022 Posted January 9, 2022 9 minutes ago, tymib12 said: Trying to run DynDOLODx64 but it keeps on giving me this error. As far as im aware everything is correctly pathed. DynDOLOD_SSE_Debug_log.txt 32.05 kB · 1 download Click the message? That will give you answers
sheson Posted January 9, 2022 Author Posted January 9, 2022 5 hours ago, tymib12 said: Trying to run DynDOLODx64 but it keeps on giving me this error. As far as im aware everything is correctly pathed. DynDOLOD_SSE_Debug_log.txt 32.05 kB · 1 download Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post. Always use the latest version of the DynDOLOD 3 Alpha available. Use the "Copy message to clipboard" link to copy and paste test instead of making screenshots, as explained on the first post of the DynDOLOD 3 Alpha thread. As explained on the first post, use the "Help for this message" link to open additional explanation and help for the message. Search the forum for the error message to find similar posts, as explained in the first post of the DynDOLOD 3 Alpha thread. Install the DynDOLOD Resources SE for the DynDOLOD 3 Alpha as explained at https://dyndolod.info/Installation-Instructions. They are required per https://dyndolod.info/Downloads.
sheson Posted January 9, 2022 Author Posted January 9, 2022 8 hours ago, shadownightfury5 said: I've generated the TexGen output and put it into MO2 but it just doesnt seem to detect it. I open DynDOLOD and TexGen in MO2 So I'm not sure what I'm doing wrong. DynDOLOD logs: https://pastebin.com/BQw6rXsX Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post. Also provide debug log. Also provide TexGen log and debug log if problem persists. Are you saying the files it reports as not fond do exist in the load order? It seems more likely they actually do not exist... Generate the required Billboards with TexGen first as explained https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Check [x] Tree/Grass LOD Billboards and [x] Tree underneath it. Generate the textures. Make sure there are no errors. Install the generated output.
sheson Posted January 9, 2022 Author Posted January 9, 2022 7 hours ago, z929669 said: Using Alpha 60. TexGen isn't creating HD trunk billboard texturess (or the _[1|2].dds is being stripped from [or not added to] the texture names), and DynDOLOD is complaining: example TexGen billboard from log: [00:10] Creating billboard C:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk with dyndolod\render\billboards\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk.nif DynDOLOD error for this tree: Warning: File not found textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds. Used by meshes\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dffpassthru_lod.nif DynDOLOD.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13] The DynDOLOD log entry was shared with me by @DoubleYou. I didn't bother running DynDOLOD when I saw this TexGen log, since I knew what would happen. I didn't see anything about fundamental changes to how DynDOLOD is doing HD tree billboards, so I think this may just be a glitch in a recent Alpha update (I haven't tested since Alpha 54, I think): TexGen_SSE_Debug_log.txt 1.11 MB · 0 downloads There is no error in the debug log you posted. Generating Rendered Tree/Grass Billboard with Happy Little Trees 1.01 and Happy Little Trees Add-On - DynDOLOD 3 1.0 I do have these files in the TexGen output: dlc1treewinteraspensnow01_4eaf2dff_trunk.txt dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_1_n.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_2.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_2_n.dds I get the same for all trunks as expected, there is no missing _1 or _2 after _trunk.
shadownightfury5 Posted January 9, 2022 Posted January 9, 2022 56 minutes ago, sheson said: Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post. Also provide debug log. Also provide TexGen log and debug log if problem persists. Are you saying the files it reports as not fond do exist in the load order? It seems more likely they actually do not exist... Generate the required Billboards with TexGen first as explained https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Check [x] Tree/Grass LOD Billboards and [x] Tree underneath it. Generate the textures. Make sure there are no errors. Install the generated output. I have 100% generated the billboards correctly and put them into MO2. I've been researching for 2 days and still havent figured it out. DynDOLOD log: https://pastebin.com/BQw6rXsX DynDOLOD debug: https://pastebin.com/PdJ9MKeL TexGen log: https://pastebin.com/mWWY92Ki TexGen_SSE_Debug_log.txt
sheson Posted January 9, 2022 Author Posted January 9, 2022 1 hour ago, shadownightfury5 said: I have 100% generated the billboards correctly and put them into MO2. I've been researching for 2 days and still havent figured it out. DynDOLOD log: https://pastebin.com/BQw6rXsX DynDOLOD debug: https://pastebin.com/PdJ9MKeL TexGen log: https://pastebin.com/mWWY92Ki TexGen_SSE_Debug_log.txt 976.58 kB · 0 downloads Try to answer the question: Check if the files from the file not found message exist in the (virtual) E:\Steam\steamapps\common\Skyrim Special Edition\Data\ folder. If they do, then DynDOLOD is prevented from acess by the OS, anti vir or another third party tool.
Phlunder Posted January 9, 2022 Posted January 9, 2022 (edited) Just a short report on DynDOLOD 3.00 Alpha 60 working as intendend! I started cover some of the Riekling architecture. Created decimated meshes, and tweaked the UVs inside the range of 0.0-1.0 as you suggested. I kept the full texture assigned in the model. DynDOLOD automatically created downscaled textures from the full ones and added them to the atlas. I didn't assign any LOD to the static record, DynDOLOD picked it up automatically from the standard naming scheme I used (I guess?) "full model name"_lod.nif. I also tried Simplygon, but its Blender plugin seems to be broken right now... but the native tools helped as well. If this doesn't belong here, feel free to tell me so! Edited January 9, 2022 by Phlunder
sheson Posted January 9, 2022 Author Posted January 9, 2022 24 minutes ago, Phlunder said: Just a short report on DynDOLOD 3.00 Alpha 60 working as intendend! I started cover some of the Riekling architecture. Created decimated meshes, and tweaked the UVs inside the range of 0.0-1.0 as you suggested. I kept the full texture assigned in the model. DynDOLOD automatically created downscaled textures from the full ones and added them to the atlas. I didn't assign any LOD to the static record, DynDOLOD picked it up automatically from the standard naming scheme I used (I guess?) "full model name"_lod.nif. I also tried Simplygon, but its Blender plugin seems to be broken right now... but the native tools helped as well. If this doesn't belong here, feel free to tell me so! That's great. I you find redoing UV for 1x1 texture is creating to many triangles, let me know so we can add 2x2 or higher tiling LOD textures to TexGen generation. Make sure to use lod_[0|1|2].nif to define the LOD Levels. If you only have one LOD model and want to add it to all LOD Levels use lod_2.nif. If you feel the LOD model does not need to be on the map use lod_1.nif. If you believe a small LOD model only needs to be in LOD Level 4, use lod_0.nif. If you have 2 or 3 LOD models for the same full model with decreasing detail use the same number scheme, e.g highest detail lod_0.nif to lowest detail lod_2.nif. Also make sure the NiTriShape/BSTriShape name is exactly the same as the full model so texture replacements works. Keeping the same order of the shapes is good, too.
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