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Posted
4 hours ago, sheson said:

After doing recalc bounds for all plugins I get 4 more grass LOD billboards for  origins of forest - 3d forest grass.esp and 4 for more for qw's grass patch 2.esp and 1 more for skyrim.esm.
No change for folkvangr - grass and landscape overhaul.esp and cathedral - 3d pine grass.esp.

Not sure yet if those are the missing billboards in your case. With that the LODGen_SSE_Grass_Map_Tamriel.txt contains 42 lines compared to the 34 lines you uploaded.
All it takes is one or two crucially required billboards to be missing to have large empty patches if that grass is used a lot.

Check your TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt and compare it with Notepad++ for example to the one attached to this post, which will not have the "False" in those lines.
You can force generation of billboards without having to recalc bounds or adjusting other settings by using that file and split it up for the different plugins to force creation. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards below the object bounds for the explanations. 

TexGen_SSE_Grass_Billboards.txt 14.32 kB · 1 download

Hey Sheson,

Sorry for replying to your same post twice. But I did rerun dyndolod output again, after my last reply, but it didn't work. I didn't esl any of the plugins. I'm attaching new logs from the latest run. Maybe it just isn't going to work for me. Not sure what else to try. Thanks for your help though, it's appreciated.

https://ufile.io/el9ln86h  texgen sse log

https://ufile.io/cjtdhe4w  texgen sse debug log

https://ufile.io/v5irfjoo  dydnolod sse log

https://ufile.io/j5mr8tz4   dyndolod sse debug log

https://ufile.io/m6qtay8e  lodgen sse export tamriel

https://ufile.io/bn7r8zgn   lodgen sse grass map tamriel

Posted
13 hours ago, had said:

I got it once and cant reproduce.

Something about opengl.

Probably not what important.

https://drive.google.com/file/d/1_HkG6XdunxIAPLK9udoKEpm5zFCxhwV4/view?usp=sharing

There seems to be some interaction with using an effect shader in LOD.
Please make 3 screenshots: one without any generated LOD meshes, one with the meshes you send me and one with these edited meshes.
https://mega.nz/file/8UREGQpS#waN43DyEZgaRZnUTun9y_nX_e9ND8Uw18ovIz7s2Dgc

Then add/set [Water] bReflectSky=0 in Skyrim.ini and make the same 3 screenshots again.

You have RealisticWater Two and then Water Effects Brightness and Water Effects Brightness and Reflection Fix - Realistic Water Two Patch overwriting it?
What are their versions?

Posted
9 hours ago, ThorRight said:

Well after much toil I managed to get things to work!

https://imgur.com/xmYme05https://imgur.com/xmYme05https://imgur.com/a/VPwlCUK

Thank you, for all the help. Just one or two questions.  I have a very large world space with terrain outside of the havok bug limit that was only there for LOD and look pretty. Some places you can walk right up to cell 64 to 65. Dyndolod has a worldspace size limit too? Does Dundolod also break after that size limit, or what's the reason it's being limited?

And the other question, I have another worldspace on an esp, it never showed up in the lists of worldspaces Dyndolod could generate lod for. I have done terrain lod on it with SSELODGEN64 and it has the lod settings file. There's not much in it, only a couple of trees.

Dynamic LOD uses triggerboxes. See DynDOLOD-README.txt and https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD.
DynDOLOD does not "break". The game "breaks" beyond certain coordinates. Dynamic LOD will most likely just not update once the player is beyond the working area similar to using tcl.

See https://dyndolod.info/FAQ "Not seeing all worldspaces in the selection box"

Posted
6 hours ago, broncofan0211 said:

Hey Sheson,

Sorry for replying to your same post twice. But I did rerun dyndolod output again, after my last reply, but it didn't work. I didn't esl any of the plugins. I'm attaching new logs from the latest run. Maybe it just isn't going to work for me. Not sure what else to try. Thanks for your help though, it's appreciated.

https://ufile.io/el9ln86h  texgen sse log

https://ufile.io/cjtdhe4w  texgen sse debug log

https://ufile.io/v5irfjoo  dydnolod sse log

https://ufile.io/j5mr8tz4   dyndolod sse debug log

https://ufile.io/m6qtay8e  lodgen sse export tamriel

https://ufile.io/bn7r8zgn   lodgen sse grass map tamriel

The grass map file shows only 9 entries now...
You need to update the grass cache as well after making changes to the grass plugins.

Posted
2 hours ago, sheson said:

What are their versions?

MbGwXlo.png

Upgraded Water Effects Brightness and Reflection Fix to 0.4 from 0.3 recently might be case, patch installed after i encounter what problem and have read dyndolod faq.

jBawyjL.jpeg

DcTtS1K.jpeg

Z08JmIu.jpeg

nFtJ8te.jpeg

OdCGk46.jpeg

1fmrJcB.jpeg

Posted
39 minutes ago, had said:

Upgraded Water Effects Brightness and Reflection Fix to 0.4 from 0.3 recently might be case, patch installed after i encounter what problem and have read dyndolod faq.

I don't know what mod manager you're using but your overwriting order doesn't make any sense to me.

Should be (next overwrites previous):

  1. Realistic Water Two
  2. Water Effects Brightness and Reflection Fix
  3. Water Effects Brightness and Reflection Fix - RWT Patch
  4. (remaining ones after that)

I'm using this setup with DynDOLOD* without any issues.

(*) Alpha-85 with Resources Alpha-23. Haven't tried latest yet.

Posted
21 minutes ago, Mousetick said:

I don't know what mod manager you're using but your overwriting order doesn't make any sense to me.

Its sorted by installation time.

Posted
37 minutes ago, had said:

Its sorted by installation time.

sheson asked you previously:

Quote

You have RealisticWater Two and then Water Effects Brightness and Water Effects Brightness and Reflection Fix - Realistic Water Two Patch overwriting it?

It's still not clear what overwrites what in your case. Can you provide that information? Installation time doesn't really help, if it's different from overwrite order. 

Posted
25 minutes ago, Mousetick said:

It's still not clear what overwrites what in your case.

Yes, load order is file just like you say, rwt2 and all fixed after it.

Posted
10 hours ago, sheson said:

The grass map file shows only 9 entries now...
You need to update the grass cache as well after making changes to the grass plugins.

Yes, yes indeed, I do need to grass cache. I actually remembered that later last night, but it was too late and I didn’t want to tag you again. But I’ll do everything later tonight and let you know. Thanks!

Posted
19 hours ago, sheson said:

The grass map file shows only 9 entries now...
You need to update the grass cache as well after making changes to the grass plugins.

Hi Sheson, sorry to bother you again. I regenerated grass cache, sse lodgen, dyndolod textures and output. Still no grass lod. I attached the logs from the new run. Are there other logs that might help? Thanks.

https://ufile.io/6jv36tdr dyndolod log

https://ufile.io/wt9p3kyd  dyndolod debug

https://ufile.io/nthta1v2  lodgen tamriel

https://ufile.io/7g8asj98  lodgen grass map tamriel

https://ufile.io/uiym3d38  texgen log

Posted
4 hours ago, broncofan0211 said:

Hi Sheson, sorry to bother you again. I regenerated grass cache, sse lodgen, dyndolod textures and output. Still no grass lod. I attached the logs from the new run. Are there other logs that might help? Thanks.

https://ufile.io/6jv36tdr dyndolod log

https://ufile.io/wt9p3kyd  dyndolod debug

https://ufile.io/nthta1v2  lodgen tamriel

https://ufile.io/7g8asj98  lodgen grass map tamriel

https://ufile.io/uiym3d38  texgen log

If you check a BTO are there no grass billboards at all?

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