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Posted
  On 8/16/2021 at 3:12 PM, AiElias said:

Sounds good. Do you know if this is a problem in the latest, non 3.0 release. Or will I have to create the billboards for these manually in the mean time?

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DynDOLOD/TexGen 2.x does not render billboards and requires 3rd party billboards to be installed as usual.

Posted (edited)

Hello, I have a question regarding the brightness settings for grass billboards. I successfully generated billboards for grass, and placement is working fine, but the textures seem overly bright compared to the actual grass. The color leans toward being washed out and nearly white during the day. Based on the instruction in the first page, there are settings that I can use to try and rectify this: GrassBrightnessTop and GrassBrightnessBottom in the ....\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

My question is, do altering these values only matter before you run dyndolod? Or can we modify these values to make changes after generating the meshes, textures, and esp?

Also, when running texgen, we also get the option to reduce ambient lighting of the billboards. How does this differ to altering the values on the DynDOLOd_SSE.ini ?

Edited by AlbertH69
Posted
  On 8/16/2021 at 3:58 PM, AlbertH69 said:

Hello, I have a question regarding the brightness settings for grass billboards. I successfully generated billboards for grass, and placement is working fine, but the textures seem overly bright compared to the actual grass. The color leans toward being washed out and nearly white during the day. Based on the instruction in the first page, there are settings that I can use to try and rectify this: GrassBrightnessTop and GrassBrightnessBottom in the ....\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

My question is, do altering these values only matter before you run dyndolod? Or can we modify these values to make changes after generating the meshes, textures, and esp?

Also, when running texgen, we also get the option to reduce ambient lighting of the billboards. How does this differ to altering the values on the DynDOLOd_SSE.ini ?

Expand  

Read the second post "Updating" which what needs updating after what changes.

As explained before, the direct and ambient light settings in TexGen control how the 3D model is lit when it is rendered to texture. Use the preview to see the effect.

As mentioned in the DynDOLOD INI, the GrassBrightness settings are brightness multipliers for the 3 color channel and the top/bottom. 0.5 means half the brightness for that color.

The default direct/ambient and then more or less multiplying the tree/grass billboards by ~0.5 when used in object LOD is based to match the billboard brightness of xLODGen/DynDOLOD 2.x standard and ultra tree LOD generation with the default values.

Posted

Ok, so it seems I have to rerun DynDolod again in order for the settings to take effect. In order for me not to recreate everything from scratch, I'm assuming I can just untick the things I've made before like Ultra trees, and select only Generate Object LOD and Generate Dynamic LOD.

Is this correct? Or do I have to do everything over?

Posted
  On 8/16/2021 at 4:57 PM, AlbertH69 said:

Ok, so it seems I have to rerun DynDolod again in order for the settings to take effect. In order for me not to recreate everything from scratch, I'm assuming I can just untick the things I've made before like Ultra trees, and select only Generate Object LOD and Generate Dynamic LOD.

Is this correct? Or do I have to do everything over?

Expand  

Really read the second post "Updating".

If ultra tree LOD is not selected, then there won't be any ultra tree LOD generated in object LOD.

Posted
  On 8/16/2021 at 3:14 PM, sheson said:

DynDOLOD/TexGen 2.x does not render billboards and requires 3rd party billboards to be installed as usual.

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Are there any instructions anywhere for how to manually create billboard textures and txt files?

Posted
  On 8/16/2021 at 6:22 PM, AiElias said:

Are there any instructions anywhere for how to manually create billboard textures and txt files?

Expand  

Watch Tree LOD Billboard Creation : Start to Finish, linked from the DynDOLOD manual and Skyrim Nexus page since over half a decade.

All of that is superseded since more than half a year because TexGen renders billboards now, better and with the full support for DynDOLOD 3.

Nobody should be creating manual billboards anymore.

Posted

Hi, here is the issue, whenever I try to run texgen show a "insufficient memory" (I have 8gb ram and had  no problem running alpha 33) , I close the warning and texgen keeps running till a new error pops up "Cannot create file "\DynDOLOD\TexGen_Output\textures\DynDOLOD\lod\version.ini". El sistema no puede encontrar la ruta especificada " (the last bit in spanish means it cant find the specified path) . This is with v37 and 38 

TexGen_SSE_log.txtFetching info... bugreport.txtFetching info... TexGen_SSE_Debug_log.txtFetching info...

Posted
  On 8/16/2021 at 6:31 PM, nardo68 said:

Hi, here is the issue, whenever I try to run texgen show a "insufficient memory" (I have 8gb ram and had  no problem running alpha 33) , I close the warning and texgen keeps running till a new error pops up "Cannot create file "\DynDOLOD\TexGen_Output\textures\DynDOLOD\lod\version.ini". El sistema no puede encontrar la ruta especificada " (the last bit in spanish means it cant find the specified path) . This is with v37 and 38 

TexGen_SSE_log.txt 136.93 kB · 0 downloads bugreport.txt 69.1 kB · 0 downloads TexGen_SSE_Debug_log.txt 333.3 kB · 0 downloads

Expand  

Use the x64 version. Make sure to use the latest graphics drivers. Make sure the system defaults the best graphics card and not the internal one.

The OS, UAC, antivir or some other 3rd part crap ware is blocking TexGen from writing the INI file.

Let me know if any of this helps. In case the out of memory error still happens with x64 version upload that debug log.

Posted
  On 8/16/2021 at 5:34 PM, sheson said:

Really read the second post "Updating".

If ultra tree LOD is not selected, then there won't be any ultra tree LOD generated in object LOD.

Expand  

I understand, but I thought that grass was separate from Ultra tree.  I was just wondering if it was possible for me to save some time by using LOD's that I generated in my previous sessions. If they're the same I guess I'll just redo the whole thing over to be safe.

Posted
  On 8/16/2021 at 6:45 PM, AlbertH69 said:

I understand, but I thought that grass was separate from Ultra tree.  I was just wondering if it was possible for me to save some time by using LOD's that I generated in my previous sessions. If they're the same I guess I'll just redo the whole thing over to be safe.

Expand  

As the second post explains, Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD.

Posted
  On 8/16/2021 at 6:30 PM, sheson said:

Nobody should be creating manual billboards anymore.

Expand  

Hmm ok, since it is a far inferior method as you say, perhaps I will try to dupe those tree records and attempt to generate the billboards for those then replace.

Posted
  On 8/16/2021 at 7:05 PM, AiElias said:

Hmm ok, since it is a far inferior method as you say, perhaps I will try to dupe those tree records and attempt to generate the billboards for those then replace.

Expand  

Just use the fixed alpha version I uploaded earlier today.

Posted
  On 8/16/2021 at 6:38 PM, sheson said:

Use the x64 version. Make sure to use the latest graphics drivers. Make sure the system defaults the best graphics card and not the internal one.

The OS, UAC, antivir or some other 3rd part crap ware is blocking TexGen from writing the INI file.

Let me know if any of this helps. In case the out of memory error still happens with x64 version upload that debug log.

Expand  

Ran with the x64 , I made sure etxgen and mo2 default to my gpu (I dont have integrated graphics anyway) , ran everything as admin with my AV off and still get the memory error and cant write the ini.

TexGen_SSE_Debug_log.txtFetching info... TexGen_SSE_log.txtFetching info... bugreport.txtFetching info...

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