Jump to content

Recommended Posts

Posted

While reading through your new info page, I stumbled upon your suggestion to try Billboard4 for HD Tree LOD in object LOD. I have to say, I am blown away. I never saw such good blending and reaction to lighting from billboards. No need to change anything about lighting settings in TexGen either. Perfect blending with every setting on default - with or without ENB - no matter which weather mod. This is great, I just wanted to leave a big thank you - again! 

I just have one question: Why isn't this setting used by default? :biggrin:

Posted
  On 1/7/2022 at 3:42 PM, Phlunder said:

While reading through your new info page, I stumbled upon your suggestion to try Billboard4 for HD Tree LOD in object LOD. I have to say, I am blown away. I never saw such good blending and reaction to lighting from billboards. No need to change anything about lighting settings in TexGen either. Perfect blending with every setting on default - with or without ENB - no matter which weather mod. This is great, I just wanted to leave a big thank you - again! 

I just have one question: Why isn't this setting used by default? :biggrin:

Expand  

Compared to standard tree LOD it requires 4 textures instead of one. It requires 8 triangles instead of 4.
That's a significant change compared to standard tree LOD.

The defaults are somewhat supposed to have consistent results visually and resource wise across the versions. So new features and options are optional.

Posted (edited)
  On 1/7/2022 at 4:20 PM, sheson said:

Compared to standard tree LOD it requires 4 textures instead of one. It requires 8 triangles instead of 4.
That's a significant change compared to standard tree LOD.

The defaults are somewhat supposed to have consistent results visually and resource wise across the versions. So new features and options are optional.

Expand  

That makes sense. It just took me a while to figure out it was even an option. Its a drastic improvement, and its performance friendly too. Great alternative to 3D tree LOD indeed, as stated on the info page.

Edited by Phlunder
Posted
  On 1/7/2022 at 4:27 PM, Phlunder said:

That makes sense. It just took me a while to figure out it was even an option. Its a drastic improvement, and its performance friendly too. Great alternative to 3D tree LOD!

Expand  

Step has been suggesting Billboard4 (and Billboard1) for a while now for all LOD levels as a 'performance' option for trees in object LOD (versus Level[0|1|2]). Both react well with lighting. It can give back a lot of FPS with some mod LOD (e.g., Aspens Ablaze).

My XP is that Billboard# is always a bit flatter and darker (and fuller) in game than the 3D models, but they never seem to suffer from some of the alpha threshold issues you get with really branchy trees in LOD.

The Alpha version of DynDOLOD also has some really nice improvements for creating tree LOD as well.

Posted
  On 1/7/2022 at 4:36 PM, z929669 said:

Step has been suggesting Billboard4 (and Billboard1) for a while now for all LOD levels as a 'performance' option for trees in object LOD (versus Level[0|1|2]). Both react well with lighting. It can give back a lot of FPS with some mod LOD (e.g., Aspens Ablaze).

My XP is that Billboard# is always a bit flatter and darker (and fuller) in game than the 3D models, but they never seem to suffer from some of the alpha threshold issues you get with really branchy trees in LOD.

Expand  

I used Billboard1 with HD Tree LOD in object LOD for quite a long time now, and while it does react better to light than regular billboards, Billboard4 is really perfect now. I'll try not to miss your suggestions the next time, the whole site has always been a great resource for me!

Posted
  On 1/7/2022 at 4:45 PM, Phlunder said:

I used Billboard1 with HD Tree LOD in object LOD for quite a long time now, and while it does react better to light than regular billboards, Billboard4 is really perfect now. I'll try not to miss your suggestions the next time, the whole site has always been a great resource for me!

Expand  

Great tho hear it. We're looking closely at your glacier mod for next guide iteration. I saw you troubleshooting some LOD steps here in recent days. It looks very good.

I'm off topic for sure now, so sheson please forgive.

Posted

Using Alpha 60.

TexGen isn't creating HD trunk billboard texturess (or the _[1|2].dds is being stripped from [or not added to] the texture names), and DynDOLOD is complaining:

example TexGen billboard from log:

[00:10]     Creating billboard C:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk with dyndolod\render\billboards\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk.nif


DynDOLOD error for this tree:

Warning: File not found textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds. Used by meshes\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dffpassthru_lod.nif DynDOLOD.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13]

The DynDOLOD log entry was shared with me by @DoubleYou. I didn't bother running DynDOLOD when I saw this TexGen log, since I knew what would happen. I didn't see anything about fundamental changes to how DynDOLOD is doing HD tree billboards, so I think this may just be a glitch in a recent Alpha update (I haven't tested since Alpha 54, I think):

TexGen_SSE_Debug_log.txtFetching info...

Posted

Thanks for the 3.0 update it's amazing! And i allow myself to ask you which grass mod do you advise to have, for the best performance and compatibility with dyndolod (many mods don't have Billboard) 

Posted
  On 1/9/2022 at 2:20 AM, Carbony said:

Thanks for the 3.0 update it's amazing! And i allow myself to ask you which grass mod do you advise to have, for the best performance and compatibility with dyndolod (many mods don't have Billboard) 

Expand  

Step Uses Cathedral Landscapes, which is one of the better performing ones. Plenty of others though

Posted
  On 1/9/2022 at 2:59 AM, tymib12 said:

Trying to run DynDOLODx64 but it keeps on giving me this error.

As far as im aware everything is correctly pathed.

dyndolod 64.PNG

DynDOLOD_SSE_Debug_log.txt 32.05 kB · 1 download

Expand  

Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post.

Always use the latest version of the DynDOLOD 3 Alpha available.

Use the "Copy message to clipboard" link to copy and paste test instead of making screenshots, as explained on the first post of the DynDOLOD 3 Alpha thread.

As explained on the first post, use the "Help for this message" link to open additional explanation and help for the message.

Search the forum for the error message to find similar posts, as explained in the first post of the DynDOLOD 3 Alpha thread.

Install the DynDOLOD Resources SE for the DynDOLOD 3 Alpha as explained at https://dyndolod.info/Installation-Instructions. They are required per https://dyndolod.info/Downloads.

Posted
  On 1/9/2022 at 12:34 AM, shadownightfury5 said:

I've generated the TexGen output and put it into MO2 but it just doesnt seem to detect it. I open DynDOLOD and TexGen in MO2 So I'm not sure what I'm doing wrong.

DynDOLOD logs: https://pastebin.com/BQw6rXsX

Expand  

Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post.

Also provide debug log. Also provide TexGen log and debug log if problem persists.

Are you saying the files it reports as not fond do exist in the load order? It seems more likely they actually do not exist...

Generate the required Billboards with TexGen first as explained https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen
Check [x] Tree/Grass LOD Billboards and [x] Tree underneath it. Generate the textures. Make sure there are no errors. Install the generated output.

 

Posted
  On 1/9/2022 at 1:42 AM, z929669 said:

Using Alpha 60.

TexGen isn't creating HD trunk billboard texturess (or the _[1|2].dds is being stripped from [or not added to] the texture names), and DynDOLOD is complaining:

example TexGen billboard from log:

[00:10]     Creating billboard C:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk with dyndolod\render\billboards\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk.nif


DynDOLOD error for this tree:

Warning: File not found textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds. Used by meshes\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dffpassthru_lod.nif DynDOLOD.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13]

The DynDOLOD log entry was shared with me by @DoubleYou. I didn't bother running DynDOLOD when I saw this TexGen log, since I knew what would happen. I didn't see anything about fundamental changes to how DynDOLOD is doing HD tree billboards, so I think this may just be a glitch in a recent Alpha update (I haven't tested since Alpha 54, I think):

TexGen_SSE_Debug_log.txt 1.11 MB · 0 downloads

Expand  

There is no error in the debug log you posted.

Generating Rendered Tree/Grass Billboard with Happy Little Trees 1.01 and Happy Little Trees Add-On - DynDOLOD 3 1.0 I do have these files in the TexGen output:

dlc1treewinteraspensnow01_4eaf2dff_trunk.txt
dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds
dlc1treewinteraspensnow01_4eaf2dff_trunk_1_n.dds
dlc1treewinteraspensnow01_4eaf2dff_trunk_2.dds
dlc1treewinteraspensnow01_4eaf2dff_trunk_2_n.dds

I get the same for all trunks as expected, there is no missing _1 or _2 after _trunk.

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.