Jump to content

Recommended Posts

Posted
  On 5/9/2022 at 2:51 AM, Gamma_Metroid said:

Here are the logs and more examples of .bto files where vertex colors are being lost. https://ufile.io/f/jgnqu What is confounding me is that some objects are retaining vertex colors as they should, but others are not.

Expand  

Can you edit C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_WrldMorrowind.txt and remove all lines for the references but one for a LOD models that have vertex colors for all the LOD levels.

Then start DynDOLOD in Expert mode, select the worldspace and Execute LODGen. Should generate on BTO per Level with just that LOD model.

Let me know if the vertex colors are kept then.

Posted

Last comments and questions, I promise :)

  On 5/9/2022 at 9:15 AM, sheson said:

With a max limit of 32767 vertices it is not possible to have more than 65536 triangles.

The underside mesh is not one single piece. It is the LOD Level 32 meshes combined into a single NIF with flipped faces.

Expand  

From that I'm inferring that DynDOLOD always uses a max of 32K for each LOD Level 32 quad when generating the underside, since it's not adjustable in the UI. Right? There are 60 LOD quads in Tamriel. In the absolute worst case, the Tamriel underside NIF would be made of meshes of up to 32K vertices, 60 of them, totaling 1.9M vertices. Does my math seem right to you? If not please correct me.

  On 5/9/2022 at 9:15 AM, sheson said:

The Quality setting is the allowed error. 0 = no error. Readmes and hints explain what settings mean.

Expand  

Ah! So the quality setting is basically the max allowed deviation. Now that makes a lot more sense.

I'm not disputing the fact that the meaning of the settings is documented if the user pays attention to the tooltips or RTFM. I'm just saying the label is counter-intuitive, which makes it harder than necessary for the average user to understand, and makes the term 'quality' ambiguous and confusing, as our present discussion can demonstrate, since we have to qualify it every time to clarify what we're exactly talking about.

Decreasing the max allowed deviation increases the definition/resolution/fidelity of the underside which increases its quality. Would you disagree?

Speaking of, the Height label is similarly confusing and counter-intuitive. Height is usually understood to be an absolute measure, here it's used to specify what is actually a distance, a relative measure.

Please don't take my comments the wrong way. Take them as constructive criticism for possible future improvements or additions you may want to make. I believe using more intuitive and unambiguous terminology would help users and it would help you as well, by spending less time answering questions or writing documentation, allowing you to focus on more important tasks.

  On 5/9/2022 at 9:15 AM, sheson said:

The doublesided flag can have a performance penalty. It can have unwanted visual results. It is also unclear (I never personally tested) if it has the desired effect. It was added as a feature request.

Expand  

Quite interesting. EVLaS' developer states outright that it's completely useless, it does nothing. Quote from the mod's comments section on Nexus:

  Quote

Ignore the DoubleSided options, they're actually useless. LODs are completely ignored by the shadows no matter if double sided or not. I'm currently digging around the game to see if that can be forced some other way at runtime but that could take a while, so for now the underside is your only option.

Expand  

Based on your input and the statement above, I'm going to turn off the DoubleSided LOD options and use a double-sided full model mod.

Thanks again. 

Posted
  On 5/9/2022 at 3:36 PM, sheson said:

Can you edit C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_WrldMorrowind.txt and remove all lines for the references but one for a LOD models that have vertex colors for all the LOD levels.

Then start DynDOLOD in Expert mode, select the worldspace and Execute LODGen. Should generate on BTO per Level with just that LOD model.

Let me know if the vertex colors are kept then.

Expand  

Still the same result. Vertex colors are dropped at LOD8+: https://ufile.io/f/ntm43

Posted
  On 5/9/2022 at 3:32 AM, sheson said:

xEdit/xLODgen/DynDOLOD print the CRC32 of plugins in the log or in xEdit in the left tree view Name column.

Background Loader: [LegacyoftheDragonborn.esm] File loaded (CRC32:56140CBA)

For 5.6.3 I get 5C46C844. Did you do any edits maybe?

Expand  

I found out I had an older version of Legacy of the Dragonborn installed. I updated to the latest version of 5.6.3 and now I have the same CRC as you.  I made another clean save and rebuilt the dyndolod output again. I still have the same problem with the guild house disappearing on me.

Posted
  On 5/10/2022 at 3:35 AM, pedxingx said:

I found out I had an older version of Legacy of the Dragonborn installed. I updated to the latest version of 5.6.3 and now I have the same CRC as you.  I made another clean save and rebuilt the dyndolod output again. I still have the same problem with the guild house disappearing on me.

Expand  

I was able to reproduce, will be fixed next version.

Posted

Hey sheson, I have a question regarding DynDOLOD grass LOD and ENB complex grass. 

If using complex grass compatible textures for a grass mod (e.g. Folkvangr) and I have pre-built grass cache and grass LOD from a point in time before I had installed complex grass compatible textures, would I need to rerun grass caching and grass LOD generation? 

In other words, I am interested to learn about possible interaction between ENB complex grass, grass caching and DynDOLOD grass LOD - if there is any.

Posted
  On 5/10/2022 at 11:25 AM, David2408 said:

Hey sheson, I have a question regarding DynDOLOD grass LOD and ENB complex grass. 

If using complex grass compatible textures for a grass mod (e.g. Folkvangr) and I have pre-built grass cache and grass LOD from a point in time before I had installed complex grass compatible textures, would I need to rerun grass caching and grass LOD generation? 

In other words, I am interested to learn about possible interaction between ENB complex grass, grass caching and DynDOLOD grass LOD - if there is any.

Expand  

Regarding grass cache, refer to NGIO description https://www.nexusmods.com/skyrimspecialedition/mods/42161
"IMPORTANT: If you change anything about your mods or grass related settings you need to delete every file in that directory so that grass can be generated again, or you will not see any changes or even have bugs like floating grass (if terrain is changed) or grass in objects (if object placement is changed). If you only change drawing distance it's not required to delete cache files."

Grass cache contains used grass NIF, positions, rotation. If only the textures of grass are replaced and nothing else,  then that does not change grass cache positions.

https://dyndolod.info/Help/Grass-LOD#Updating

Posted
  On 5/10/2022 at 11:44 AM, sheson said:

Regarding grass cache, refer to NGIO description https://www.nexusmods.com/skyrimspecialedition/mods/42161
"IMPORTANT: If you change anything about your mods or grass related settings you need to delete every file in that directory so that grass can be generated again, or you will not see any changes or even have bugs like floating grass (if terrain is changed) or grass in objects (if object placement is changed). If you only change drawing distance it's not required to delete cache files."

Grass cache contains used grass NIF, positions, rotation. If only the textures of grass are replaced and nothing else,  then that does not change grass cache positions.

https://dyndolod.info/Help/Grass-LOD#Updating

Expand  

Thank you for pointing me in the right direction! The complex grass compatible textures are the only update I made to my grass mod setup, so with your hint I assume I will not need a new cache.

Posted (edited)

Crashed on processing Falskaar with Alpha 90 (as well as latest Scripts and resources). (Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17465) while processing Falskaar.esm [REFR:1900DBA9] (places TreePineForest01 [TREE:0001306D] in GRUP Cell Temporary Children of [CELL:19A1D4A3] (in Falskaar "Falskaar" [WRLD:19A1CF42] at 16,-22)))

(Nothing is overriding that ref, its just the vanilla falskaar one. The base tree record from skyrim.esm hasnt been changed either)

Logs:  https://mega.nz/file/54tlxYoI#clIwmLTNTXvw72bLvQ3ygR6yDO3pv3Mk_atZ4r8Xf6o
Bugreport attached.

 

bugreport.txtFetching info...

Edited by DarthVitrial
Posted
  On 5/10/2022 at 10:17 AM, sheson said:

I was able to reproduce, will be fixed next version.

Expand  

Thanks for you patience and effort in reproducing the bug. I thought reporting this issue was challenging. Its sometimes hard to describe things only through forum postings.

Posted

Hi Sheson, I'm trying to generate Grass LOD's with Dyndolod 3 (I tried on Alpha 88, Alpha 89 and Alpha 90) for a new grass mashup called QW's Grass Patch 2. It combines Folkvangr, Origins of Forest, and Cathedral 3d Pines. But the grass lod's didn't work. I've got DyndolodGrassMode = 1 in NGIO. Also I "Recalc Bounds" in CK for Folkvangr. I used QW's 1st grass patch (using Veydosebrom, Cathedral Pines, and Folkvangr) and never had a problem. Here are the logs from Alpha 90. Please let me know if you need other logs, or if you can see where I messed something up. Thanks!

DynDOLOD_SSE_log.txtFetching info... LODGen_SSE_Tamriel_log.txtFetching info... TexGen_SSE_log.txtFetching info...

Posted (edited)

Like the title says, I'd like to know how to decrease the brightness of Ultra/3D tree LODs?

I tried lowering the ambient/direct values in TexGen, I tried lowering brightness (which turned out to be just for the 2d billboards I think), tried lowering the light values in the _passthru lod meshes, none of that's worked.

Any help'd be great.


EDIT: Found some help at this link: https://dyndolod.info/Help/Ultra-Tree-LOD

though I'd happily get people's input if there's other things I could do.

Edited by tweedledumb99
Found a source that might help

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.