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Posted
Just now, z929669 said:

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?

I wasn't doing that before, and the issue of skinny trees was resolved (even with my edited texture) when I was using scale 80. I will try to use cutout alpha and let you know. Thanks for your help.

Posted
Just now, mostwanted11 said:

I wasn't doing that before, and the issue of skinny trees was resolved (even with my edited texture) when I was using scale 80. I will try to use cutout alpha and let you know. Thanks for your help.

No, don't use cutout alpha. I figured you were using it. Try replicating all the settings I posted.

Iteratively subtract 16 from the threshold and retest if trees are too skinny.

Posted
37 minutes ago, z929669 said:

No, don't use cutout alpha. I figured you were using it. Try replicating all the settings I posted.

Iteratively subtract 16 from the threshold and retest if trees are too skinny.

Ok I tried 128, 112, 96 and 64. Only 64 had no skinny trees issue but obviously it had the lod issue. Attached a picture of the settings I used because my texture tools is a bit different than yours idk why. Idk what am I doing wrong :/ The skinny trees issue happens with any Pineatlas replacer I've found on the nexus as well. My current workaround is that since I'm modifying only the green pines and the dead ones not the center part of Pineatlas is that I have the trees with lod issues use a basic PineAtlas and the ones I'm modifying use the modified PineAtlas.

Photoshop_Vu3h88pfsb.png

Posted
8 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?

Also upload the DynDOLOD and TexGen log.

What is the tree mod? Why are you editing full textures to begin with? Just edit the alpha threshold of the full/LOD model instead.
When editing textures, make sure the transparent parts - especially adjacent to visible pixels - have matching color and brightness. Make sure to use an alpha channel.

Posted
1 minute ago, sheson said:

Also upload the DynDOLOD and TexGen log.

What is the tree mod? Why are you editing full textures to begin with? Make sure the transparent parts especially adjacent to visible pixels have matching color and brightness. Make sure to use an alpha channel.

Currently generating dyndolod so I won't be able to provide the files you ask but it's Happy Little Trees and I'm editing the texture because its colors are way off with my setup. I am recoloring the nearby area as a whole because I think those include mipmaps. What's an alpha channel? you mean scaling Alpha or am I misunderstanding? Sorry not knowledgeable on the topic

Posted
27 minutes ago, mostwanted11 said:

Currently generating dyndolod so I won't be able to provide the files you ask but it's Happy Little Trees and I'm editing the texture because its colors are way off with my setup. I am recoloring the nearby area as a whole because I think those include mipmaps. What's an alpha channel? you mean scaling Alpha or am I misunderstanding? Sorry not knowledgeable on the topic

OK, in this case TexGen is irrelevant, since the 3D tree LOD model uses the full texture.

A texture is an image that can have up to 4 channels, red, green, blue and alpha. Depending on the texture compression format or save options, the alpha channel can work the same as the color channels (from fully transparent to fully opaque) or a simply be transparency on/off. A "full" alpha channel is preferred for everything to work properly.

Read intro of https://dyndolod.info/Help/3D-Tree-LOD-Model.

If you only wanted to change thinness/thickness of the full or 3D tree LOD models, then you can change the NiAlphaProperty Threshold in the NIFs without changing textures. However remember that editing the full model NIF means its CRC32 changes, so you will need to update the CRC32 part of the filename of 3D tree LOD model accordingly. The bold part of treepineforestdead05_7B6546E1passthru_lod.nif

The mipmaps of the full texture do not matter in this context, as the 3D tree LOD models does not set "usemipmaps", the mipmaps of the object LOD texture atlas used by the LOD will be generated. If you want to use the 3D tree LOD to use the mipmaps of the full texture add that to the shape names of 3D tree LOD NIF. "TreePineForest05_1:1 Crown" to "TreePineForest05_1:1 Crown UseMipMaps" See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names

Now, the problem that only a particular branch is too dark compared to the other ones from the the same texture can be because of the branches being surrounded by to dark pixels. Even if they are transparent, their color information might be used for sampling lower resolutions/mipmaps.

Compare the fill around the "dead" branch in the middle of DeadAtlas.dds left, PineAtlas.dds right:

good.pngbad.png

You could try filling the almost black background fill around the dead branch in the middle with a more appropriate color that matches the actual branch more closely similar to the other branches. If the background were complete black, DynDOLOD would will the area automatically with the average color of the entire texture, which in case of "atlas" textures like this could be off as well. This applies to when the texture is added to the object texture atlas.

See https://dyndolod.info/Updating
In case a new mod only updates textures ...  Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output.

Posted
1 minute ago, sheson said:

OK, in this case TexGen is irrelevant, since the 3D tree LOD model uses the full texture.

A texture is an image that can have up to 4 channels, red, green, blue and alpha. Depending on the texture compression format or save options, the alpha channel can work the same as the color channels (from fully transparent to fully opaque) or a simply be transparency on/off. A "full" alpha channel is preferred for everything to work properly.

Read intro of https://dyndolod.info/Help/3D-Tree-LOD-Model.

If you only wanted to change thinness/thickness of the full or 3D tree LOD models, then you can change the NiAlphaProperty Threshold in the NIFs without changing textures. However remember that editing the full model NIF means its CRC32 changes, so you will need to update the CRC32 part of the filename of 3D tree LOD model accordingly. The bold part of treepineforestdead05_7B6546E1passthru_lod.nif

The mipmaps of the full texture do not matter in this context, as the 3D tree LOD models does not set "usemipmaps", the mipmaps of the object LOD texture atlas used by the LOD will be generated. If you want to use the 3D tree LOD to use the mipmaps of the full texture add that to the shape names of 3D tree LOD NIF. "TreePineForest05_1:1 Crown" to "TreePineForest05_1:1 Crown UseMipMaps" See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names

Now, the problem that only a particular branch is too dark compared to the other ones from the the same texture can be because of the branches being surrounded by to dark pixels. Even if they are transparent, their color information might be used for sampling lower resolutions/mipmaps.

Compare the fill around the "dead" branch in the middle of DeadAtlas.dds left, PineAtlas.dds right:

good.pngbad.png

You could try filling the almost black background fill around the dead branch in the middle with a more appropriate color that matches the actual branch more closely similar to the other branches. If the background were complete black, DynDOLOD would will the area automatically with the average color of the entire texture, which in case of "atlas" textures like this could be off as well. This applies to when the texture is added to the object texture atlas.

See https://dyndolod.info/Updating
In case a new mod only updates textures ...  Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output.

Holy crap that is insightful. Thanks so much for the thorough explanation. I will try and fill the black center myself then. But I would like to ask, would setting usemipmaps fix this issue or is it unrelated? I didn't understand this part completely sorry.

Posted
4 minutes ago, mostwanted11 said:

Holy crap that is insightful. Thanks so much for the thorough explanation. I will try and fill the black center myself then. But I would like to ask, would setting usemipmaps fix this issue or is it unrelated? I didn't understand this part completely sorry.

It won't fix the transparent pixels probably being too dark to begin with. Different tools might use different sampling algorithms when shrinking textures (e.g. create mipmaps). So the color/brightness outcome might be (a bit) different, but usually that feature is more about having better control over the alpha-to-coverage of mipmaps.

Tree LOD in the game itself can have a dark outline if the transparent color is dark or black. In case of transparency on/off DXT1 texture compression for example, transparent pixels are treated as black as their color information does not exist anymore.

Posted
25 minutes ago, mostwanted11 said:

Okay so I filled the black background but it still has the same issue :( Lost on what to do next

Photoshop_z6RkOyjslX.png

You did not upload the any new logs, reports or in-game screenshots about the issue from the last LOD generation.
Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Also upload ..\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds

Also upload the changed assets for the full/LOD tree in question.

Posted
6 hours ago, mostwanted11 said:

Ok I tried 128, 112, 96 and 64. Only 64 had no skinny trees issue but obviously it had the lod issue. Attached a picture of the settings I used because my texture tools is a bit different than yours idk why. Idk what am I doing wrong :/ The skinny trees issue happens with any Pineatlas replacer I've found on the nexus as well. My current workaround is that since I'm modifying only the green pines and the dead ones not the center part of Pineatlas is that I have the trees with lod issues use a basic PineAtlas and the ones I'm modifying use the modified PineAtlas.

Photoshop_Vu3h88pfsb.png

You are ticking Cutout Alpha and NOT Scale Alpha in this screenshot.

And do upload the logs as requested please. They allow proof of any issues beyond what we're discussing.

In this case, you are likely using HLT, and the original models/textures do work properly.

PS: the NVIDIA TT interface is different, because you have CUDA support and I'm on AMD, so I do not, but the main functions of relevance are the same.

Posted (edited)
3 hours ago, sheson said:

You did not upload the any new logs, reports or in-game screenshots about the issue from the last LOD generation.
Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Also upload ..\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds

Also upload the changed assets for the full/LOD tree in question.

Logs:

https://ufile.io/2z3lkhiv

 

Texture:

https://ufile.io/0yz92zcr

Screenshot:

https://imgur.com/a/E26P8eP

 

58 minutes ago, z929669 said:

You are ticking Cutout Alpha and NOT Scale Alpha in this screenshot.

And do upload the logs as requested please. They allow proof of any issues beyond what we're discussing.

In this case, you are likely using HLT, and the original models/textures do work properly.

So I tried everything including scale 128 again since I was clearly mistaken in its use and the issue still persists, scale 128 has no skinny trees but the lods got black leaves.

Photoshop_z6RkOyjslX.png

 

 

EDIT: I tried with just HLT and your high quality lods and the issue is there hmmm I think it's unrelated to how I'm saving. Maybe something else is broken but I have no mods running that could mess with it

Edited by mostwanted11
Posted
1 hour ago, mostwanted11 said:

Logs:

https://ufile.io/2z3lkhiv

 

Texture:

https://ufile.io/0yz92zcr

Screenshot:

https://imgur.com/a/E26P8eP

 

So I tried everything including scale 128 again since I was clearly mistaken in its use and the issue still persists, scale 128 has no skinny trees but the lods got black leaves.

Photoshop_z6RkOyjslX.png

 

 

EDIT: I tried with just HLT and your high quality lods and the issue is there hmmm I think it's unrelated to how I'm saving. Maybe something else is broken but I have no mods running that could mess with it

Here are the additional files I forgot to upload, I am generating stuff in sovngarde because its quicker

LODGen_SSE_AltTextures_Sovngarde.txt DynDOLOD_Sovngarde.rar

Posted
On 1/17/2025 at 2:33 PM, mostwanted11 said:

Logs:

https://ufile.io/2z3lkhiv

 

Texture:

https://ufile.io/0yz92zcr

Screenshot:

https://imgur.com/a/E26P8eP

 

So I tried everything including scale 128 again since I was clearly mistaken in its use and the issue still persists, scale 128 has no skinny trees but the lods got black leaves.

Photoshop_z6RkOyjslX.png

EDIT: I tried with just HLT and your high quality lods and the issue is there hmmm I think it's unrelated to how I'm saving. Maybe something else is broken but I have no mods running that could mess with it

The mipmaps of that PineAtlas.dds texture are fubar. Pixels that should be opaque are transparent.

On 1/17/2025 at 4:00 PM, mostwanted11 said:

Here are the additional files I forgot to upload, I am generating stuff in sovngarde because its quicker

LODGen_SSE_AltTextures_Sovngarde.txt 5.52 kB · 1 download DynDOLOD_Sovngarde.rar 1.94 MB · 1 download

How confident are you that the PineAtlas.dds you uploaded is the source of the texture used for this DynDOLOD_Sovngarde.dds atlas texture? Based on the logs seems to be same texture.

The background ended up as black, which I can not reproduce. Really odd.

Generate with this test version of https://mega.nz/file/NZYQURiY#UlwAXjaerPtRzHNxeNM1War9f8aFLKXM40cSBsoKb6Y and upload new atlas texture and DynDOLOD log and debug log.
If it complains about Texconvx64.exe, replace with this one https://mega.nz/file/QV4w1YRY#vHCnSwg69AOLZOB1BpErWV2Tki7wDaq_UH7xDM4WfIY

Posted (edited)
50 minutes ago, sheson said:

The mipmaps of that PineAtlas.dds texture are fubar. Pixels that should be opaque are transparent.

How confident are you that the PineAtlas.dds you uploaded is the source of the texture used for this DynDOLOD_Sovngarde.dds atlas texture? Based on the logs seems to be same texture.

The background ended up as black, which I can not reproduce. Really odd.

Generate with this test version of DynDOLOD https://mega.nz/file/oRwh0IYb#Z-a0hQy0ufNZ692a-2zj7i_H8I2rOFrfTKAJdx1k8Cw and upload new atlas texture and DynDOLOD log and debug log.
If it complains about Texconvx64.exe, replace with this one https://mega.nz/file/QV4w1YRY#vHCnSwg69AOLZOB1BpErWV2Tki7wDaq_UH7xDM4WfIY

Ok I'll do it in a bit, should I do it with the PineAtlas I provided or with the default one?

EDIT: the experimental dyndolod doesnt do anything beyond "Gathering LOD Assets"

Edited by mostwanted11

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