Jump to content

Recommended Posts

Posted
7 hours ago, SlapDaddy said:

So, I've Updated all my mods to their AE counterparts, I've updated my game to 1.6, and I've Cleaned all my Master Plugins. I'm unfortunately still getting the exact same error. It once again references the USSEP which I removed and Re-Ran Dyndolod only for it to say it can't copy because Duplicate FormID in Heathstone.esm. 

DynDOLOD_SSE_Debug_log.txt 170.55 kB · 0 downloads bugreport.txt 101.23 kB · 0 downloads

Use the version from this post https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-60/?do=findComment&comment=255908

Upcoming DynDOLOD 3 Alpha 61 includes that fix.

Posted
On 1/7/2022 at 4:48 PM, sheson said:

https://dyndolod.info/Help/Object-LOD
Object LOD uses the single texture in case the UV coordinates of a 3D shape do not allow the use of the object LOD texture atlas.

For a shape in the object LOD *.BTO to be able to use a texture on the object LOD texture atlas requires its UV coordinates to be inside 0.0 and 1.0.
If any of the UV coordinates are outside, the single source texture will be kept instead.

DynDOLOD may try to update the UV on the fly. If that is attempted and succeeds or has acceptable results depends on each case.

Thank you, is there a way I can test and modify them myself?
This seems to affect my LOD, their dozen leaves look sparse compared to the leaves assigned to Dyndolod_xxx.dds.

Screen-Shot29.png

Posted
13 minutes ago, ntluan_vn said:

Thank you, is there a way I can test and modify them myself?
This seems to affect my LOD, their dozen leaves look sparse compared to the leaves assigned to Dyndolod_xxx.dds.

Screen-Shot29.png

If full textures become thin in the distances, also try generating mipmaps for it with an appropriate alpha-to-covergage setting.

When a texture is added to the atlas, DynDOLOD does this automatically, hence the difference.

From https://dyndolod.info/Help/3D-Tree-LOD-Model:
Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Again, note that the UV texture coordinates need to be >= 0.0 and <= 1.0 for LOD being able to use the atlas texture. If the UV is outside those limits, LOD will use the texture directly.

You can check and do simple edits to UV in NifSkope. If they are just slightly outside you can move them inside 0.0 and 1.0 in NifSkope UV editor or change wrap UV to clamp the UV in the shader settings for that shape.

  • Like 1
Posted (edited)
33 minutes ago, sheson said:

If full textures become thin in the distances, also try generating mipmaps for it with an appropriate alpha-to-covergage setting.

When a texture is added to the atlas, DynDOLOD does this automatically, hence the difference.

From https://dyndolod.info/Help/3D-Tree-LOD-Model:
Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Again, note that the UV texture coordinates need to be >= 0.0 and <= 1.0 for LOD being able to use the atlas texture. If the UV is outside those limits, LOD will use the texture directly.

You can check and do simple edits to UV in NifSkope. If they are just slightly outside you can move them inside 0.0 and 1.0 in NifSkope UV editor or change wrap UV to clamp the UV in the shader settings for that shape.

Thanks

So DynDOLOD thresholded alpha-to-covergage at what level?  i reduced the native resolution of the texture from 4k to 2k and set the threshold alpha-to-covergage to 127

Edited by ntluan_vn
Posted
59 minutes ago, ntluan_vn said:

Thanks

So DynDOLOD thresholded alpha-to-covergage at what level?  i reduced the native resolution of the texture from 4k to 2k and set the threshold alpha-to-covergage to 127

What's your tree mod? Looks like HLT or Jedi?

I manage the LOD models for HLT, so I will verify those and the base models when I have time. I had been troubleshooting this issue on some of the dead pines with sheson's and T4's input, but we weren't able to cure it with texture revisions. If alpha and UV need tweaking, I think it would be best done on the base meshes and rebuild each of the LOD.

Posted
16 minutes ago, z929669 said:

What's your tree mod? Looks like HLT or Jedi?

I manage the LOD models for HLT, so I will verify those and the base models when I have time. I had been troubleshooting this issue on some of the dead pines with sheson's and T4's input, but we weren't able to cure it with texture revisions. If alpha and UV need tweaking, I think it would be best done on the base meshes and rebuild each of the LOD.

Yes in the screenshot is HLT

Posted
1 hour ago, ntluan_vn said:

Thanks

So DynDOLOD thresholded alpha-to-covergage at what level?  i reduced the native resolution of the texture from 4k to 2k and set the threshold alpha-to-covergage to 127

DynDOLOD uses its own routine to generate mipmaps that is different from the general alpha-to-coverage routines.

I would suggest to start with the strongest value possible in whatever other tool you are using. 

Posted

So, now DynDOLODx64 3.00 Alpha 61 Doesn't start after selecting SSE. Attempting it through MO2 or otherwise. I've excluded it in my AV, any  suggestions?

 

Posted
24 minutes ago, SlapDaddy said:

So, now DynDOLODx64 3.00 Alpha 61 Doesn't start after selecting SSE. Attempting it through MO2 or otherwise. I've excluded it in my AV, any  suggestions?

 

Ignore this, I figured out the issue...

Posted
13 minutes ago, Saesh said:

Hi currently running into a little issue with TexGen after a certain point i get a popup with "Please wait a moment.." and then the normal "exit -  Open Log" happens always at the same point never had that happen before.
Using DynDOLOD 3.00 Alpha 61
Logs: 

TexGen_SSE_Debug_log.txt 1.08 MB · 1 download TexGen_SSE_log.txt 61.91 kB · 2 downloads   bugreport.txt 50.58 kB · 1 download

Thanks for the complete report. Fixed in DynDOLOD 3 Alpha-62

Posted
9 minutes ago, Saesh said:

Hi currently running into a little issue with TexGen after a certain point i get a popup with "Please wait a moment.." and then the normal "exit -  Open Log" happens always at the same point never had that happen before.
Using DynDOLOD 3.00 Alpha 61
Logs: 

TexGen_SSE_Debug_log.txt 1.08 MB · 1 download TexGen_SSE_log.txt 61.91 kB · 1 download   bugreport.txt 50.58 kB · 1 download

I am getting that same error in the same place, right before billboards start generating.

I am also on SkyrimSE 1.5.97.

Posted
2 minutes ago, Galishai said:

I am getting that same error in the same place, right before billboards start generating.

I am also on SkyrimSE 1.5.97.

Ninja'd. See above.

Posted
20 minutes ago, sheson said:

Thanks for the complete report. Fixed in DynDOLOD 3 Alpha-62

Worked like a charm
Will offer my second born to the gods now
Thank you for the quick fix :)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.