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Posted
  On 4/26/2022 at 5:08 PM, captaingabi said:

So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2.

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Those LOD models are the vanilla LOD models with updated textures. Most mountains directly use the vanilla LOD models as they are.

  On 4/26/2022 at 5:08 PM, captaingabi said:

 - AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right?

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https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

Object LOD models have less triangles. E.g. their shape does not exactly match the full model - which is what you want to have less flicker. LOD does not cast or receive shadows and also has different snow shader.

DynDOLOD does not change how the game works. LOD Levels also simply switch between the different BTR/BTO files. 

  On 4/26/2022 at 5:08 PM, captaingabi said:

 - Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16?

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https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
Set Level0 for the desired LOD Level for ""mountains" for example. Check VWD

  On 4/26/2022 at 5:08 PM, captaingabi said:

 - I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further...

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That particular setting is for terrain LOD. https://dyndolod.info/Help/Terrain-LOD#Settings

fBlock* are for object LOD. https://dyndolod.info/Help/Terrain-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Posted (edited)
  On 4/26/2022 at 4:00 PM, sheson said:

See what happens with this LODGenx64 version from a month ago https://mega.nz/file/dcgUnQbb#E4I6qz_DiMy3fzCh_JQ0cF4ePdvckNeWAdd3V_VR_cU

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Here it is, arnimaDUPLICATE0003, desertisland, midwoodisle, rigmoorcyrodiil, jkislandworld, tamriel failed this time.

Edit: the LODGen logs seem to be incomplete or empty again.

DynDOLOD_SSE_log.txtFetching info... LODGen_SSE_arnimaDUPLICATE003_log.txtFetching info... LODGen_SSE_DesertIsland_log.txtFetching info... LODGen_SSE_MidwoodIsle_log.txtFetching info... LODGen_SSE_RigmorCyrodiil_log.txtFetching info... LODGen_SSE_Tamriel_log.txtFetching info... LODGen_SSE_XJKislandWorld_log.txtFetching info...

Edited by Zahkrii
edit
Posted
  On 4/26/2022 at 7:04 PM, Zahkrii said:
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You happen to have a dmp file for one of these?
From the ...\DynDOLOD\Edit Scripts\Export\ folder, can you upload all files matching one of the worldspaces that failed?  Choose a small one like MidwoodIsle or DesertIsland.

Posted
  On 4/26/2022 at 6:37 PM, sheson said:

Those LOD models are the vanilla LOD models with updated textures. Most mountains directly use the vanilla LOD models as they are.

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So I now set up my own rule for vanilla LODs for mountains, and of course, having all level1 or level0 makes the pops disappear. Furthermore, the level0 seems to be good quality lod, as the transition between that and the full model is also very good.

The textures these nif files are using:

elfxmountaincliff02*:
lod0 textures\landscape\mountains\MountainSlab02.dds
lod1 textures\lod\MtnCliff02LOD.dds
lod2 textures\lod\MtnCliff02LOD.dds (even its the same as lod1, it still looks different)

So this is how bad vanilla lod nifs are?

I also went ahead and checked majestic mountains, and the lod created for that by you. Thx for that BTW. Here, lod1 and lod2 actually are very nicely similar to each other, but lod0 is differnet.

https://ibb.co/PFB0Lvh lod0h    textures\landscape\mountains\MountainSlab02.dds (textgen does not touch this one BTW)
https://ibb.co/1bV8sWy lod1     textures\lod\MtnCliff02LOD.dds
https://ibb.co/6t8gqM3  lod2     textures\lod\MtnCliff02LOD.dds

And of course there is the pop between level0 level1 transition because of that.

So why lod0 is different here? Shouldn't that look similar to lod1 and lod2? Or this is expected?
And that is because lod0 uses the full model textures while lod1 and lod2 uses the textures/lod ones?

I also noticed that vertex color is on for lod0 in both vanilla and majestic mountains, but off for lod1 and lod2.

Posted (edited)
  On 4/26/2022 at 7:27 PM, sheson said:

You happen to have a dmp file for one of these?
From the ...\DynDOLOD\Edit Scripts\Export\ folder, can you upload all files matching one of the worldspaces that failed?  Choose a small one like MidwoodIsle or DesertIsland.

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Sorry, had to generate another. Here is the one for DesertIsland. It appears it has no" Grass Map" and "Tree Atlas Map".LODGen_SSE_DesertIsland_log.txtDynDOLOD_SSE_log.txt

Export Folder:LODGen_SSE_TexturesUsed_DesertIsland.txtLODGen_SSE_Terrain_DesertIsland.binLODGen_SSE_ObjectAtlasMap_DesertIsland.txtLODGen_SSE_ObjectAtlasMap_DesertIsland.lstLODGen_SSE_Export_TerrainUnderside_DesertIsland.txtLODGen_SSE_Export_DesertIsland.txtLODGen_SSE_AltTextures_DesertIsland.txt

Let me know if you require more.

Edit: Dump File - https://mega.nz/file/mzYgBBTI#TSwrlS5dFcGZ_ijswV-uoNQ5ZFZdhEBwKAS70HFWYrQ

Edited by Zahkrii
for dmp file
Posted
  On 4/26/2022 at 11:10 PM, captaingabi said:

So I now set up my own rule for vanilla LODs for mountains, and of course, having all level1 or level0 makes the pops disappear. Furthermore, the level0 seems to be good quality lod, as the transition between that and the full model is also very good.

The textures these nif files are using:

elfxmountaincliff02*:
lod0 textures\landscape\mountains\MountainSlab02.dds
lod1 textures\lod\MtnCliff02LOD.dds
lod2 textures\lod\MtnCliff02LOD.dds (even its the same as lod1, it still looks different)

So this is how bad vanilla lod nifs are?

I also went ahead and checked majestic mountains, and the lod created for that by you. Thx for that BTW. Here, lod1 and lod2 actually are very nicely similar to each other, but lod0 is differnet.

https://ibb.co/PFB0Lvh lod0h    textures\landscape\mountains\MountainSlab02.dds (textgen does not touch this one BTW)
https://ibb.co/1bV8sWy lod1     textures\lod\MtnCliff02LOD.dds
https://ibb.co/6t8gqM3  lod2     textures\lod\MtnCliff02LOD.dds

And of course there is the pop between level0 level1 transition because of that.

So why lod0 is different here? Shouldn't that look similar to lod1 and lod2? Or this is expected?
And that is because lod0 uses the full model textures while lod1 and lod2 uses the textures/lod ones?

I also noticed that vertex color is on for lod0 in both vanilla and majestic mountains, but off for lod1 and lod2.

Expand  

LOD models and textures are different to greatly reduce triangle count and resource usage. The Level0 mountain LOD are unique in that they use the full texture and UV outside 0.0 and 1.0. It is needed for the HD snow shader.

I only updated the shader/textures definitions of the Majestic Mountain LOD models from their DynDOLOD 2.x  version for the improved texture replacement methods of DynDOLOD 3.

Removing vertex color from higher LOD levels is another optimization step.

These LOD techniques are decades old to make things work with 256MB  RAM and 256MB VRAM of PS3.

Posted
  On 4/26/2022 at 8:14 PM, DarthVitrial said:

Did you change something in that version? The crash isn't happening with that one.

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  On 4/27/2022 at 12:11 AM, Zahkrii said:

Sorry, had to generate another. Here is the one for DesertIsland.

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Test with #1 https://mega.nz/file/JFQQga7S#XanMQOyxyxO2hxKvbGBzSzws6z5cVMSzRqAitpJCoJU
Test with #2 https://mega.nz/file/JFQQga7S#XanMQOyxyxO2hxKvbGBzSzws6z5cVMSzRqAitpJCoJU

Upload logs / dump if they exist. The logs will tell me which version is used. If there are dumps rename them to indicate the #1 or #2.

What Windows version and which highest version of Microsoft  .Net Framework is installed to Windows?

Posted
  On 4/27/2022 at 12:45 PM, sheson said:

Test with #1 https://mega.nz/file/JFQQga7S#XanMQOyxyxO2hxKvbGBzSzws6z5cVMSzRqAitpJCoJU
Test with #2 https://mega.nz/file/JFQQga7S#XanMQOyxyxO2hxKvbGBzSzws6z5cVMSzRqAitpJCoJU

Upload logs / dump if they exist. The logs will tell me which version is used. If there are dumps rename them to indicate the #1 or #2.

What Windows version and which highest version of Microsoft  .Net Framework is installed to Windows?

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I use windows 11. I believe I have the .NET 6.0 because I needed it to use synthesis.

Test#1: https://mega.nz/folder/r7oTUCAb#kbrf2SV_WmWizQzMxt9HZw

two dump files were made for test #1

Test#2: https://mega.nz/folder/7vxnQCyA#dWFViydHJpKEEDi-k0SzPg

used midwood isle for test#2 because deserisland didnt fail this time.

Posted
  On 4/28/2022 at 1:32 AM, Zahkrii said:

I use windows 11. I believe I have the .NET 6.0 because I needed it to use synthesis.

Test#1: https://mega.nz/folder/r7oTUCAb#kbrf2SV_WmWizQzMxt9HZw

two dump files were made for test #1

Test#2: https://mega.nz/folder/7vxnQCyA#dWFViydHJpKEEDi-k0SzPg

used midwood isle for test#2 because deserisland didnt fail this time.

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Thanks. It is so weird that I can not reproduce this at all.

See what happens with this version https://mega.nz/file/MNoEGapb#d0LEd_egOV9AgtxSLzkNXbax8VRolHKlC3tdj_sotEo

No need to run entire DynDOLOD, just use expert mode, check the worldspaces that had errors before and Execute LODGen.

Posted

seems to randomly fail to generate worldspaces for me, im using windows 11 with a pc with a 12600k cpu, 16gb  v color 3600 ddr4 (tested and passed with testmem 5), nvidia 3070 gpu.  did think it was my ram but have tested it and it seems ok.

 

used the version in the post above and only solstheim failed to generate even though it passed last time, on very few occasions its generated all the worlds successfully and then failed on some of them on the next run.

 

then net version I've got it installed is  3.1.23.31.022

winnows 11 version 22H2  22598.200 

 

hope my post might be useful

 

let me know if you need anymore information.

LODGen_SSE_DLC2SolstheimWorld_log.txtFetching info... DynDOLOD_SSE_TexturesUsed_DLC2SolstheimWorld.txtFetching info... DynDOLOD_SSE_log.txtFetching info... DynDOLOD_SSE_Tree_Report.txtFetching info... DynDOLOD_SSE_Tree_LOD.txtFetching info... DynDOLOD_SSE_Tree_Export.txtFetching info...

Posted
  On 4/28/2022 at 11:14 AM, adrianb said:

seems to randomly fail to generate worldspaces for me, im using windows 11 with a pc with a 12600k cpu, 16gb  v color 3600 ddr4 (tested and passed with testmem 5), nvidia 3070 gpu.  did think it was my ram but have tested it and it seems ok.

 

used the version in the post above and only solstheim failed to generate even though it passed last time, on very few occasions its generated all the worlds successfully and then failed on some of them on the next run.

 

then net version I've got it installed is  3.1.23.31.022

winnows 11 version 22H2  22598.200 

 

hope my post might be useful

 

let me know if you need anymore information.

LODGen_SSE_DLC2SolstheimWorld_log.txt 1.65 MB · 1 download DynDOLOD_SSE_TexturesUsed_DLC2SolstheimWorld.txt 33.71 kB · 0 downloads DynDOLOD_SSE_log.txt 842.43 kB · 0 downloads DynDOLOD_SSE_Tree_Report.txt 288.58 kB · 1 download DynDOLOD_SSE_Tree_LOD.txt 43.53 kB · 0 downloads DynDOLOD_SSE_Tree_Export.txt 35.22 kB · 0 downloads

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Let me know what happens with this version https://mega.nz/file/REBmTZLZ#d8d_yX3tmuUDwxsPNkgqngAcVQjpgZ1DiJ78Y3apq94

As already mentioned, you can use expert mode and just Execute LODGen for the worldspaces again.

Posted
  On 4/28/2022 at 12:29 PM, adrianb said:
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Since the problem only happen sporadically it would be great if you could Execute LODGen on all worldspaces. So far it seems at least one or two always failed when running some concurrently. 

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