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Posted
5 hours ago, jwisser said:

Just tried adding Noble Skyrim and regenerating the LOD with Alpha-64, and bang: the tower was gone again. The combination of Fortified Whiterun, Noble Skyrim textures, and DynDOLOD 3 Alpha-64 does seem to be what triggers it. `prid 1000AA28` and disable/enable and recycleactor resulted in no change.

Curious to hear if you're able to reproduce when you add Noble Skyrim to the mix; if not, something very strange is happening on my end, and I'll stop bugging you about this. If you do see this issue, please try walking into the tower area; you should also find that the tower's collision is gone as well as the visual model.

For now, I'm off to bed--it's 4am and I have work in a few hours. Thanks for looking into this!

EDIT: As I went to log off, it occurred to me: if the Noble Skyrim's textures trigger this, is it possible that the relevant change between Alpha-58 and Alpha-64 was in TexGen rather than DynDoLOD? I don't understand enough about their inner workings to know if that's plausible, but I'll try using old TexGen/new DynDOLOD and new TexGen/old DynDOLOD tomorrow when I have a chance.

I was able to replicate and fix thanks to that information.

Test with Alpha 65.

Posted

Using Alpha 64.  I did some searching and found similar question, but no definitive answer beyond adjust the RGB values.  My tundra grass LOD is green.  Not greenish, it is green like a summer grass green.  The tundra grass is the brown autumn variety from  Tamrielic Grass mod.  As you approach, the LOD grass fades and is replaced by the correct color (non LOD) grass.  I am stumped as to what is going on here.  I have no other grass mods installed and did regenerate the grass cache just in case.  Thanks.

Green grass LOD: 1265-1642607730.png

A few steps closer (non LOD grass): 1265-1642607854.png

 

Posted
21 minutes ago, Zanderat said:

Using Alpha 64.  I did some searching and found similar question, but no definitive answer beyond adjust the RGB values.  My tundra grass LOD is green.  Not greenish, it is green like a summer grass green.  The tundra grass is the brown autumn variety from  Tamrielic Grass mod.  As you approach, the LOD grass fades and is replaced by the correct color (non LOD) grass.  I am stumped as to what is going on here.  I have no other grass mods installed and did regenerate the grass cache just in case.  Thanks.

 

What is the significance of Alpha 64 compared to grass LOD generated in the past year with all the other versions?

Grass LOD uses the billboards generated by TexGen, e.g. the textures which are added to the object LOD texture atlas which the BTO refers to. So make sure the billboard texture match the full model grass.
The RGB values of the DynDOLOD INI set the vertex color of the billboard planes in the BTO. These can be used trying to match the simple grass shader which is not available in LOD.

Weather, image space, ENB effect and whatnot are outside the control of the BTO and textures.

The grass cache contains the placements and brightness variants of the different grass models. Nothing else.

Posted
7 minutes ago, Zanderat said:

Thanks, @sheson.  So that means that I should look at the grass mod, if you feel TexGen picked the colors up correctly?

Check if the billboard texture generated/used for a grass base record actually matches the full model.

Other than that, the defaults setting are for vanilla weather and no ENB.

Posted
3 hours ago, sheson said:

I was able to replicate and fix thanks to that information.

Test with Alpha 65.

Can confirm Alpha 65 resolves this issue for me. If you're able to share more details than included in the changelog, I admit I'm curious what the issue was here. Thanks again for your attention and the speedy fix!

Posted
4 hours ago, Zanderat said:

Ok.  Thanks again.  I will fiddle around and see what I get.

It looks like the green grass LOD shown is entirely different grass LOD that what you are using, but it could also be your ENB I guess. This is pretty stark though.

Using cathedral landscapes, which also has brown grass, the following settings in DynDOLOD_SSE.ini work nicely to correct the green LOD grass. You may need to adjust a bit lower, but give this a shot:

; grass LOD brightness multipliers
GrassBrightnessTopR=0.295
GrassBrightnessTopG=0.315
GrassBrightnessTopB=0.300
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.170
GrassBrightnessBottomG=0.175
GrassBrightnessBottomB=0.180

 

Posted
45 minutes ago, burnersaurus said:

Finally managed to get DynDOLOD working on a consistent basis (despite my ineptitudes).
Thanks again for making it, it's a really nice and usefull tool :)

I have one question about the grass LODs though, something I cant figure out, and thats about the gap between the pop-out of the LODs and the fade-in of the loaded grass.
I've seen a lot of images and videos that show seemingly uninterrupted grass from the character all the way to the horizon, but no matter what I try, I still get the gap between the LODs and the loaded grass...
I tryed both grass modes in the DynDOLOD advanced menu. I tryed tweeking uGridsToLoad and all of the fGrassFade settings in the Skyrim.ini and SkyrimPrefs.ini. I tryed doing the same in BethINI and with the overwrite function in No Grass In Objects... but none of it makes any difference at all, as close as I can tell.

So what am I missing?

I'm sorry if this is the wrong topic to pose this question in, but I figure it's related to getting the most out of the awesome Grass LOD featrure in DynDOLOD :)

You can also see this grass LOD guide, which discusses how to resolve. This assumes use of NGIO and its mechanics, but that is not supported in SAE yet. In SAE, a different approach can be used.

To keep this topic from going off topic, please post replies on the topic linked at the top of that guide and on the other topic linked.

Posted
3 hours ago, burnersaurus said:

Quick Question: Does changing the "Strength of Ambient light" setting for grass in TexGen effect the way ENB light settings interact with grass LODs?

The settings affect the how billboard textures are generated as can be tested with the preview.

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