z929669 Posted October 28, 2021 Posted October 28, 2021 On 10/28/2021 at 2:52 AM, mattski123 said: Got these images in Skyrim Bruma: https://imgur.com/a/hKopnk5 Logs: https://easyupload.io/3206hl Also, how do I get my map to look good in Bruma: I have read through the log and there's A LOT of problems with missing textures for Bruma. Should I notify mod authors of these errors? If not, how can I fix these myself? Expand Check out A Clear Map of Skyrim and Other Worlds. It uses DynDOLOD to make very nice maps and includes the needed mesh rules so that you don't need to. You can use them as examples to help with improvement of Bruma map. Of course, you still need textures. Add in Atlas Map Markers for more points of interest
mattski123 Posted October 28, 2021 Posted October 28, 2021 (edited) On 10/28/2021 at 3:41 AM, z929669 said: Check out A Clear Map of Skyrim and Other Worlds. It uses DynDOLOD to make very nice maps and includes the needed mesh rules so that you don't need to. You can use them as examples to help with improvement of Bruma map. Of course, you still need textures. Add in Atlas Map Markers for more points of interest Expand the problem is that I already used both of those. https://modwat.ch/u/mattski123 Edited October 28, 2021 by mattski123
sheson Posted October 28, 2021 Author Posted October 28, 2021 On 10/28/2021 at 2:52 AM, mattski123 said: Got these images in Skyrim Bruma: https://imgur.com/a/hKopnk5 Logs: https://easyupload.io/3206hl Also, how do I get my map to look good in Bruma: I have read through the log and there's A LOT of problems with missing textures for Bruma. Should I notify mod authors of these errors? If not, how can I fix these myself? Expand Bruma, see this post and this thread If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again. It is impossible to generate good LOD for new worldspaces/mods that do not include all the data for the worldspace or all the assets. I doubt telling the mod author(s) is going to change much. It is like this since 4 years. We will simply have to await for the complete release.
Illana Posted October 28, 2021 Posted October 28, 2021 (edited) I'm struggling to get grass lods to work properly in Alpha 53, going through this checklist: /DynDOLOD/docs/help/GrassLOD.html Everything is there but grass LODs look like this now: Pre alpha 53 they were much more dense and larger and I've not changed any settings since. Only thing done differently is this time I made a grass patch with recalced bounds to generate the cache with. I noticed the output it generated was MUCH smaller than previously. Down from 3.5GB to 2.3GB Here are the relevant logs (no bugreport because it generated successfully) https://pastebin.com/5KB2XDHk DynDOLOD_SSE_Debug_log.txt https://zerobin.net/?0de4544681019cca#+L7LCTOPN/0GijXuiOXR1ui9ryuAL0RiBVxVDI69dsE= DynDOLOD_SSE_log https://zerobin.net/?630745ebab668eb8#/wQ/VKJ0NrwBlNkC+eIjHd8xrK2FCZh0rGr3wJUuRpU= LODGen_SSE_Tamriel_log Edited October 28, 2021 by Illana
sheson Posted October 28, 2021 Author Posted October 28, 2021 On 10/28/2021 at 1:04 PM, Illana said: I'm struggling to get grass lods to work properly in Alpha 53, going through this checklist: /DynDOLOD/docs/help/GrassLOD.html Everything is there but grass LODs look like this now: Pre alpha 53 they were much more dense and larger and I've not changed any settings since. Only thing done differently is this time I made a grass patch with recalced bounds to generate the cache with. I noticed the output it generated was MUCH smaller than previously. Down from 3.5GB to 2.3GB Here are the relevant logs (no bugreport because it generated successfully) https://pastebin.com/5KB2XDHk DynDOLOD_SSE_Debug_log.txt https://zerobin.net/?0de4544681019cca#+L7LCTOPN/0GijXuiOXR1ui9ryuAL0RiBVxVDI69dsE= DynDOLOD_SSE_log https://zerobin.net/?630745ebab668eb8#/wQ/VKJ0NrwBlNkC+eIjHd8xrK2FCZh0rGr3wJUuRpU= LODGen_SSE_Tamriel_log Expand Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt and ..\TexGen Output \textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt
Illana Posted October 28, 2021 Posted October 28, 2021 On 10/28/2021 at 2:22 PM, sheson said: Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt and ..\TexGen Output \textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt Expand I see, a lot of the entries in the texgen output file say false at the end. I will continue to look into this, thanks Sheson
MisterMorden Posted October 29, 2021 Posted October 29, 2021 Sheson, I'm trying to find info on the useDecalFlag option in the sse configuration file. I've been looking in the manual for "DynDOLOD_Manual.html#11a" but seem to be too inept to locate it. I was hoping it might help alleviate some z fighting I've been wrestling with on level0 lod models of heavily-laden snow trees. Any info is appreciated.
sheson Posted October 29, 2021 Author Posted October 29, 2021 On 10/29/2021 at 12:53 PM, tnicko said: Sheson, I'm trying to find info on the useDecalFlag option in the sse configuration file. I've been looking in the manual for "DynDOLOD_Manual.html#11a" but seem to be too inept to locate it. I was hoping it might help alleviate some z fighting I've been wrestling with on level0 lod models of heavily-laden snow trees. Any info is appreciated. Expand If you set UseDecalFlag=1, then the Shader Flag 1 - Decal + Dynamic_Decal and Shader Flag 2 - No_Fade are kept in the BTOs without requiring the "passthru" identifier. That will cause the shape to be always drawn in front of other shapes in the same vicinity. Using decals in LOD can cause decal fade to be short (maybe in Skyrim LE only), that is what the INI settings explained the manual try to prevent. It probably would be overall better to actually remove the "loosing" surfaces that are supposed to be covered/behind things.
MisterMorden Posted October 29, 2021 Posted October 29, 2021 Ok, thanks for the explanation, I'm going to look again in the manual to find the relevant section.
Commander97 Posted October 29, 2021 Posted October 29, 2021 Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees. Recommended DynDOLOD 3 'tree' mesh rules: Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2 Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many) Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1) For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium'
z929669 Posted October 29, 2021 Posted October 29, 2021 On 10/29/2021 at 4:43 PM, Commander97 said: Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees. Recommended DynDOLOD 3 'tree' mesh rules: Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2 Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many) Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1) For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium' Expand you should click on any one of the low/medium/high presets to invoke and list the mesh rules. Not sure if low/medium both show a 'tree' rule, but high does. Then double-click on this mesh rule (near bottom) and make the edits corresponding to what you want (otherwise, create it from scratch just before the last rule). Then close that in ckick 'OK' to generate object LOD. Also be certain to tick 'ultra' for trees in object LOD (unless you prefer traditional LOD trees for some reason, and then none of this applies). The DynDOLOD doc also describes this: ../DynDOLOD/docs/DynDOLOD_Manual_SSE.html Also see the TexGen doc: ../DynDOLOD/docs/help/TexGen.html
sheson Posted October 29, 2021 Author Posted October 29, 2021 On 10/29/2021 at 4:43 PM, Commander97 said: Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees. Recommended DynDOLOD 3 'tree' mesh rules: Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2 Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many) Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1) For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium' Expand Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html which explains how enable ultra LOD and how to change the "tree" mesh mask rule in the advanced options. Double or right click a rule to edit it.
Braxus Posted October 30, 2021 Posted October 30, 2021 (edited) I have what appears to be mountain snow textures being projected in front of trees. Is that a Dyndolod 3 issue or just a limitation of the Skyrim Engine? Is there a fix for this sort of thing? It's mostly noticable when in front of Bleak Falls Barrow and looking toward the mountain to High Hrothgar. Here is a picture showing the issue. https://i.imgur.com/5giyOKx.jpg Thanks for any help/advice! Edited October 30, 2021 by Braxus
sheson Posted October 30, 2021 Author Posted October 30, 2021 On 10/30/2021 at 4:08 AM, Braxus said: I have what appears to be mountain snow textures being projected in front of trees. Is that a Dyndolod 3 issue or just a limitation of the Skyrim Engine? Is there a fix for this sort of thing? It's mostly noticable when in front of Bleak Falls Barrow and looking toward the mountain to High Hrothgar. Here is a picture showing the issue. https://i.imgur.com/5giyOKx.jpg Thanks for any help/advice! Expand Snow LOD on top of the rocky mountain are material object shaders that are applied in the game. The shader record itself is not changed by DynDOLOD and also does not affect LOD generation itself. DynDOLOD does not change how the engine works. Never seen that problem. But check in xEdit if a plugin changes 0006AE38 or 00050372. If a NIF is being set it might have the decal flags set in its shader causing this. If that is not it you need to check if a mod changes the mountain LOD models in ..\Meshes\LOD\Mountains\
mattski123 Posted October 31, 2021 Posted October 31, 2021 (edited) On 10/28/2021 at 6:45 AM, sheson said: Bruma, see this post and this thread If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again. It is impossible to generate good LOD for new worldspaces/mods that do not include all the data for the worldspace or all the assets. I doubt telling the mod author(s) is going to change much. It is like this since 4 years. We will simply have to await for the complete release. Expand Hey, just letting you know the maker of A Clear World Map just added Bruma. https://www.nexusmods.com/skyrimspecialedition/mods/56367/ Hope this helps. Which means we don't have to change the lod settings to 16 in his ini. Edited October 31, 2021 by mattski123
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