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Posted
2 hours ago, vodkaboi said:

hi im getting range check error on sic ccor  patch.esp please help im not sure how to fix this 

bug report: https://easyupload.io/1l690s
log: https://easyupload.io/t3u0ng
debug log: https://easyupload.io/126bus

thank you

Moved to the DynDOLOD 3 Alpha thread.

See https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 about the mineorescript.pex being overwritten.

 

Posted
1 hour ago, kindperson said:

I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off

Is there anyway to fix how EVLaS is interacting with the grass lod

Thank you

That would be a question for the EVLaS author - maybe they have an idea. If it is shader related/fixable then it might be something that can be addressed by ENB.

You might want to test what happens adding "fixednormals" or "spherenormals" to the shapenames (e.g. change it "PassThru SphereNormals" - case does not matter) of the NIF you are using to see if that has an effect. If it does, you might also manually fine tune the normal vectors in the NIF.

Posted
On 1/13/2025 at 3:29 AM, sheson said:

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
You probably want to check Parent > child copies.

That fixed it. Thank you. I even did a Google search for that setting before running DynDOLOD. I didn't find anything specific to it, so I left it unchecked since that's how it is for the Step modifications guide.

Posted (edited)

1. Windhelm issue No 1 - left part of the city has partially missing floor and I can see terrain textures. Not very noticable because both are snowy but still.

image

2. Windhelm issue No 2 - main bridge file windhelmbridge_lod_2.nif uses wrong texture from WindhelmLOD.dds, it should be related to whstoneflat2 but it's whroughground and the bridge looks wrong.

image 1 - correct windhelmbridge_lod.nif

image 2 - incorrect windhelmbridge_lod_2.nif

image 3 - whstoneflat2 is missing from atlas, whroughground is used

3. One particular glacier has too bright snow on map. Its mesh files are GlacierRubbleTrim02_lod_[0 1 2].nif but I'm not sure what makes it so blinding.

image 1 - map view

image 2 - close view

 

I hope you can help me to fix these cases. All logs files here.

Edited by Meridiano
Posted
11 hours ago, Meridiano said:

1. Windhelm issue No 1 - left part of the city has partially missing floor and I can see terrain textures. Not very noticable because both are snowy but still.

image

2. Windhelm issue No 2 - main bridge file windhelmbridge_lod_2.nif uses wrong texture from WindhelmLOD.dds, it should be related to whstoneflat2 but it's whroughground and the bridge looks wrong.

image 1 - correct windhelmbridge_lod.nif

image 2 - incorrect windhelmbridge_lod_2.nif

image 3 - whstoneflat2 is missing from atlas, whroughground is used

3. One particular glacier has too bright snow on map. Its mesh files are GlacierRubbleTrim02_lod_[0 1 2].nif but I'm not sure what makes it so blinding.

image 1 - map view

image 2 - close view

 

I hope you can help me to fix these cases. All logs files here.

1. This will be fixed properly in the next version. Until then you could add a mesh mask rule for whmarket01lod02.nif and set it to use the full model for the object LOD levels 4, 8, 16.

2. windhelmbridge_lod_2.nif is the vanilla LOD model using the vanilla rendered object LOD texture. Add a mesh mask rule for windhelmbridge.nif and set LOD Level 16 to use the LOD model for Level1 in order to use the better LOD model I created so it is used for the map as well.

3. The LOD models define textures\landscape\snow01.dds, which means it should be using textures\lod\snow01lod.dds generated by TexGen, which should be on the object LOD texture atlas created by DynDOLOD. Basically just all the other object LOD models using that snow texture. If this is the only object using that snow texture looking like that, check the BTO and compare it to the other objects using the same snow texture.

Posted
6 hours ago, sheson said:

1. This will be fixed properly in the next version. Until then you could add a mesh mask rule for whmarket01lod02.nif and set it to use the full model for the object LOD levels 4, 8, 16.

2. windhelmbridge_lod_2.nif is the vanilla LOD model using the vanilla rendered object LOD texture. Add a mesh mask rule for windhelmbridge.nif and set LOD Level 16 to use the LOD model for Level1 in order to use the better LOD model I created so it is used for the map as well.

3. The LOD models define textures\landscape\snow01.dds, which means it should be using textures\lod\snow01lod.dds generated by TexGen, which should be on the object LOD texture atlas created by DynDOLOD. Basically just all the other object LOD models using that snow texture. If this is the only object using that snow texture looking like that, check the BTO and compare it to the other objects using the same snow texture.

1. Cool, thank you a lot.

2. Will try that.

3. Yes, it seems all my objects with landscape/snow01.dds are very bright. Too few of them, didn't notice, sorry for confusing. I know my snow textures are bright so I reduce snow LOD material color to 160;160;160 to match xLODGen output. This doesn't affect the real snow of course, this is expected, this is why my objects with snow01.dds are so bright. If I increase my snow LOD material color they match (and give me all objects blinding, huh). A question then, maybe I can tell TexGen "you know, my snow is bright, apply 0.X mult to its brightness please" somehow?

Posted
49 minutes ago, Meridiano said:

1. Cool, thank you a lot.

2. Will try that.

3. Yes, it seems all my objects with landscape/snow01.dds are very bright. Too few of them, didn't notice, sorry for confusing. I know my snow textures are bright so I reduce snow LOD material color to 160;160;160 to match xLODGen output. This doesn't affect the real snow of course, this is expected, this is why my objects with snow01.dds are so bright. If I increase my snow LOD material color they match (and give me all objects blinding, huh). A question then, maybe I can tell TexGen "you know, my snow is bright, apply 0.X mult to its brightness please" somehow?

Create a new text file in a (new) mod folder so it ends up in the game data folder like ..\Data\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_updateesm.txt

You can change "updateesm" in the filename to any plugin filename in the load order as long as it is not "skyrimesm", "dawnguard", "dragonborn", "wyrmstoothesp".
In case snow01.dds comes with a mod that has a plugin, use its filename.

Add these 4 lines:

0	1	1	1	textures\landscape\snow01.dds	0.5	0.5	0	0	textures\lod\snow01lod.dds	1	1
0	1	1	1	textures\landscape\snow01.dds	0.5	0.5	0.5	0	textures\lod\snow01lod.dds	1	1
0	1	1	1	textures\landscape\snow01.dds	0.5	0.5	0	0.5	textures\lod\snow01lod.dds	1	1
0	1	1	1	textures\landscape\snow01.dds	0.5	0.5	0.5	0.5	textures\lod\snow01lod.dds	1	1

The first 0 in each line has the same function as the tree LOD brightness setting, e.g. set it to -10 or -20 for all rows to create a darker version of the LOD texture whenever TexGen runs.

See https://dyndolod.info/Help/TexGen-Configuration#Stitched-Object-LOD-Textures and https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen for more details.

Posted

TexGen for Fallout 4 appears to not be reading BC5 ATI2 correctly. For this test case to reproduce, I used my Make Like a Tree with the no leaves option, which has BC5 ATI2 normals and speculars. Logs: https://mega.nz/file/INZwmLyI#9nJ6qYcHYgXcCAym6ATAMkusuFa-_2mxZJbfXF7cjGs

The resultant normal and specular lod textures are bugged (Note that the BastedForestTrunksLOD texture is vanilla BC5U in both of these cases):

bugged-texgen-bc5-ati2.jpg

Resaving the normals and speculars as BC5U instead of ATI2 allowed TexGen to process it correctly. Logs: https://mega.nz/file/hNRCTJZC#dwMRdhqZf_7b6JpG2T93YpIgf2Y1WPXofowIXUAPRqs

texgen-no-bug.jpg

Posted
6 hours ago, DoubleYou said:

TexGen for Fallout 4 appears to not be reading BC5 ATI2 correctly. For this test case to reproduce, I used my Make Like a Tree with the no leaves option, which has BC5 ATI2 normals and speculars. Logs: https://mega.nz/file/INZwmLyI#9nJ6qYcHYgXcCAym6ATAMkusuFa-_2mxZJbfXF7cjGs

The resultant normal and specular lod textures are bugged (Note that the BastedForestTrunksLOD texture is vanilla BC5U in both of these cases):

bugged-texgen-bc5-ati2.jpg

Resaving the normals and speculars as BC5U instead of ATI2 allowed TexGen to process it correctly. Logs: https://mega.nz/file/hNRCTJZC#dwMRdhqZf_7b6JpG2T93YpIgf2Y1WPXofowIXUAPRqs

texgen-no-bug.jpg

Check and confirm that the test version from the linked post works as expected https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545

Posted (edited)

Tree lods are extremely dark, namely Treepineforest05 and 04, and only those. I modified the leaves texture to be desaturated on the pine forest ones and they work fine, nothing dark or whatever. But the dead ones seem to be weird when the lod is generated. https://imgur.com/a/SykNhwt  https://ufile.io/h0fmpkqw

In fact, any modifications to the file causes the lods to be dark.. So is it an issue with how I'm saving it? I'm saving it with PS + nvidia texture tools with mipmap scale 80 to match the alpha node of the mesh which is 80. Or is it an issue with the mesh? Can I solve it somehow myself?

Edited by mostwanted11
Posted
6 hours ago, mostwanted11 said:

Tree lods are extremely dark, namely Treepineforest05 and 04, and only those. I modified the leaves texture to be desaturated on the pine forest ones and they work fine, nothing dark or whatever. But the dead ones seem to be weird when the lod is generated. https://imgur.com/a/SykNhwt  https://ufile.io/h0fmpkqw

In fact, any modifications to the file causes the lods to be dark.. So is it an issue with how I'm saving it? I'm saving it with PS + nvidia texture tools with mipmap scale 80 to match the alpha node of the mesh which is 80. Or is it an issue with the mesh? Can I solve it somehow myself?

Generally, these are the settings you should use for most diffuse DDS textures when resaving (when the alpha is 'correct' and as the mod author intended).

image.png

 

Note that for foliage in particular, you need to scale the alpha for mipmap coverage. DynDOLOD should already do this automatically unless 'usemipmaps' is in the NIF branch shape name. In that case, the original mipmaps of the texture are used. Again, this shape string should be used only when the texture mipmap alpha is scaled correctly, which sometimes isn't the case, which is why DonDOLOD does it by default.

By matching the threshold to the NIF NiAlphaProperty, you are probably capturing the (black) background in your mipmaps. Scale using 127 or 128 as a starting point always. Then test the result and add/subtract 16 to fine tune.

Posted (edited)
42 minutes ago, z929669 said:

Generally, these are the settings you should use for most diffuse DDS textures when resaving (when the alpha is 'correct' and as the mod author intended).

image.png

 

Note that for foliage in particular, you need to scale the alpha for mipmap coverage. DynDOLOD should already do this automatically unless 'usemipmaps' is in the NIF branch shape name. In that case, the original mipmaps of the texture are used. Again, this shape string should be used only when the texture mipmap alpha is scaled correctly, which sometimes isn't the case, which is why DonDOLOD does it by default.

By matching the threshold to the NIF NiAlphaProperty, you are probably capturing the (black) background in your mipmaps. Scale using 127 or 128 as a starting point always. Then test the result and add/subtract 16 to fine tune.

Thanks for the reply, i will try with different numbers but I only settled with 80 because otherwise the trees would appear skinny from afar which bothered me a lot so I figured scaling it to the alpha property is the way to go since it resolved that issue.. Can I somehow land on a number that somehow mitigates BOTH issues? Also my nvidia tools looks a bit different than yours, am I using an outdated version and will that change anything?

Photoshop_rzhD3ft4Qz.png

Edited by mostwanted11
Posted
5 minutes ago, mostwanted11 said:

Thanks for the reply, i will try with different numbers but I only settled with 80 because otherwise the trees would appear skinny from afar which bothered me a lot so I figured scaling it to the alpha property is the way to go since it resolved that issue.. Can I somehow land on a number that somehow mitigates BOTH issues?

PineAtlas.dds obviously works properly until you resave it, so you are either changing the alpha or saving it incorrectly.

Are you ticking Cutout Alpha when resaving?

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