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Posted

I think this is the last question I’ll have for a while. With the release of Happy Little Shrubs, my eyes were opened to further flora customization and got me thinking. HLTS comes with a file that tells TexGen to generate textures for the associated shrubs. I compared with my previous TexGen output and sure enough, they were not created automatically without the HLTS file, so that’s pretty cool I may be able to further add other shrubs following that template.

 

So with the texture generated, does the final TREE rule in DynDOLOD automatically cover those meshes since they are technically tree records? Or do I need to also set custom rules, so say, pineshrub01: BB1, BB1, BB1, vwd, etc?

 

At first glance, I would think that was what the TREE rule would cover, however I did also notice that rule mentions having the tree flag and has LOD flag, which when looking at HLT for example (and also the shrub ESP), I don’t see any records flagged as has LOD to confirm I’m understanding that rule correctly

Posted
  On 7/29/2022 at 5:33 PM, EazyH said:

I think this is the last question I’ll have for a while. With the release of Happy Little Shrubs, my eyes were opened to further flora customization and got me thinking. HLTS comes with a file that tells TexGen to generate textures for the associated shrubs. I compared with my previous TexGen output and sure enough, they were not created automatically without the HLTS file, so that’s pretty cool I may be able to further add other shrubs following that template.

So with the texture generated, does the final TREE rule in DynDOLOD automatically cover those meshes since they are technically tree records? Or do I need to also set custom rules, so say, pineshrub01: BB1, BB1, BB1, vwd, etc?

At first glance, I would think that was what the TREE rule would cover, however I did also notice that rule mentions having the tree flag and has LOD flag, which when looking at HLT for example (and also the shrub ESP), I don’t see any records flagged as has LOD to confirm I’m understanding that rule correctly

Expand  

Moved the post the DynDOLOD 3 Alpha thread.

https://dyndolod.info/Help/Tree-LOD
Tree LOD is generated if a tree LOD billboard is found for a tree in the load order. In this context trees are references that use base records of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set.

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
A tree is every base record of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path.
Entering the term tree into the field means this rule will match any filename that has the term tree in it but also any other NIF that might be in a folder that has the term tree in it as well, regardless of the filename.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask
This flag makes it possible to use a single 'tree' mesh mask rule to match all trees that didn't match any rules above it regardless of their path or filename.

So while not specifically stated in the explanation for the TREE checkbox on the rule, it applies to TREE and STAT with Has Tree LOD flag, too. In addition to the filename matching anything with 'tree' with the path.

Posted
  On 7/29/2022 at 6:56 AM, sheson said:

If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists.

Lets assume the driver works fine:

The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds

The TexGen log seems to be missing lines. Always upload the entire session.
Was there no bugreport.txt?

We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds

Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.

Expand  

I reverted to the 22.5.1 driver and it worked perfectly, so it's definitely connected to how AMD has changed their OpenGL implementation in the new driver. If there's nothing you can do on your end I understand, but it's a cause for concern so I wanted you to be aware if for no other reason than so you can put a warning up for AMD GPU users that there might be issues which can be resolved by reverting drivers.

The error pops up with other, non-cubemap textures, so I don't think that's the reason. The top post in the thread said to truncate the session log to the relevant generation, so that's what I did. There's no bugreport.txt in the folder from that session as far as I can see.

Posted

So I periodically check the latest alpha to see if I can succesfully generate high quality Ultra tree/HD tree leaf textures with 3.00 and it seems I can't, its vastly inferior in that dept to 2.98 which is disappointing and seems a backwards step honestly. If anyones managed to succesfully generate HQ leaf textures for HD trees I'd love to know how you managed it. 

n.b. ultra tree on left, "full" tree on the right. Bark textures for trunk, branches etc are fine its leaves that just look awful if anyone knows how to fix please let me know.

https://ibb.co/TrrFVH5

Logs

Posted
  On 7/29/2022 at 7:52 PM, Dwailing said:

I reverted to the 22.5.1 driver and it worked perfectly, so it's definitely connected to how AMD has changed their OpenGL implementation in the new driver. If there's nothing you can do on your end I understand, but it's a cause for concern so I wanted you to be aware if for no other reason than so you can put a warning up for AMD GPU users that there might be issues which can be resolved by reverting drivers.

The error pops up with other, non-cubemap textures, so I don't think that's the reason. The top post in the thread said to truncate the session log to the relevant generation, so that's what I did. There's no bugreport.txt in the folder from that session as far as I can see.

Expand  

The first page says to "truncate large log files to the entire last meaningful generation" since each session is appended the log.

Stop/Uninstall other crapware from AMD that gets installed with the driver, like the AMD's Radeon Software. It caused problems before.

Add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI to test if it makes a difference.

If there is an error with other textures, then update the new log and debug log.

Let me know which mod(s) the reported texture(s) come from. Test if it happens with vanilla.

Posted
  On 7/30/2022 at 12:26 AM, soupdragon said:

So I periodically check the latest alpha to see if I can succesfully generate high quality Ultra tree/HD tree leaf textures with 3.00 and it seems I can't, its vastly inferior in that dept to 2.98 which is disappointing and seems a backwards step honestly. If anyones managed to succesfully generate HQ leaf textures for HD trees I'd love to know how you managed it. 

n.b. ultra tree on left, "full" tree on the right. Bark textures for trunk, branches etc are fine its leaves that just look awful if anyone knows how to fix please let me know.

https://ibb.co/TrrFVH5

Logs

Expand  

Neither TexGen/DynDOLOD 2.x or 3.x do not generate any leaf textures for 3D tree LOD models. They simply use the installed textures that are defined by the 3D tree LOD model NIF.

Depending on the UV of the 3D tree LOD model the texture may be used directly or form the object LOD texture atlas. That may be different.

Make sure the screenshot actually shows tree LOD by disabling all LOD with tll in console.

Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from.

Posted
  On 7/30/2022 at 6:27 AM, HiTMAN31X said:

I encounter this warning, latest Dyndolod 3 version.

Sans-titre.png

 

Expand  

Moved the post to the DynDOLOD 3 Alpha thread.

Read the first post which log and debug log to upload when making posts.

I am not quite sure what the point of posting a screenshot of text from the DynDOLOD documentations is. 

Read the explanations in order to understand what the log messages means and what/if anything needs to be done about it.

Posted (edited)

I am relatively new to DyndoLOD (and Skyrim SE).  Normal LODs seem to work and load ok.  However I can't get any tree LODs to work  After running DyndoLOD not even Vanilla tree LODs load. I am using the ultra tree feature because when I used the regular trees it said it ran out of space in the lod files (or some such similar warning).  I am using several tree mods as well as seasons.

Edited by primem0ver
Posted
  On 7/30/2022 at 7:12 AM, sheson said:

Neither TexGen/DynDOLOD 2.x or 3.x do not generate any leaf textures for 3D tree LOD models. They simply use the installed textures that are defined by the 3D tree LOD model NIF.

Depending on the UV of the 3D tree LOD model the texture may be used directly or form the object LOD texture atlas. That may be different.

Expand  

Yes thats certainly true for 2.98 it uses the textures defined within passthru_LOD nif and that looks great but as you say 3.00 uses textures\lod\dyndolod\dyndolod_tamriel.dds instead for some reason and therein lies the issue because it looks awful. Passthru_LOD nif(s) is identical for both versions. I wish I could force it to use the default textures somehow.

I'll get back to you with the rest of the details

Posted
  On 7/30/2022 at 9:09 PM, Kansas72 said:

I have an issue with new 3.0 version.  I included log.  I hope you can help identify the problem.  First time using it.  Thank you

Error: OpenGL: invalid operation while processing 61AA1E45

https://paste.ee/p/m6mND

Expand  

Read the first post which debug log and bugreport.txt to also upload when making posts.

  On 7/30/2022 at 10:10 PM, Kansas72 said:

Found a fix.  Apparently it was my pc which is weird.  I had to change for it to run in performance mode.  Very weird.

Expand  

Maybe just running it a second time was all that was needed. Verify the theory by changing the mode back to what it was to see if the problem happens again.

  On 7/30/2022 at 11:12 PM, primem0ver said:

I am relatively new to DyndoLOD (and Skyrim SE).  Normal LODs seem to work and load ok.  However I can't get any tree LODs to work  After running DyndoLOD not even Vanilla tree LODs load. I am using the ultra tree feature because when I used the regular trees it said it ran out of space in the lod files (or some such similar warning).  I am using several tree mods as well as seasons.

Expand  

Read the first post which log and debug log to upload when making posts.

For each tree that you want LOD for, a tree LOD billboard and an optional 3D tree LOD model is required. Use TexGen to generate all required/desired tree LOD billboards.

  On 7/31/2022 at 2:44 AM, soupdragon said:

Yes thats certainly true for 2.98 it uses the textures defined within passthru_LOD nif and that looks great but as you say 3.00 uses textures\lod\dyndolod\dyndolod_tamriel.dds instead for some reason and therein lies the issue because it looks awful. Passthru_LOD nif(s) is identical for both versions. I wish I could force it to use the default textures somehow.

I'll get back to you with the rest of the details

Expand  

That in itself is not a problem, in fact that is what is supposed to happen. The problem is that something happens along the way or seems incompatible across the versions.

Provide the required information so I can replicate the setup to see what the actual issue is and address it.

Posted (edited)

Hi all.

I want to set up 3D lods on Enchanced Vanilla Trees. I'm on LE and using DynDOLOD 3.

When installing at the end, I chose the option "No Lods". In DynDOLOD i checked Ultra Trees. Everything is as shown in a dozen guides that I looked at.

I've been trying to set up 3d lods for quite some time now. I can't figure out if I've managed to make 3d trees and I can't figure out how to get rid of this gap. Do I understand correctly that if the 3d lods are installed correctly, then there will be no noticeable transition from the full model to the lod?

I don't understand why if DynDOLOD 3 create lods from a full tree, they end up being different.

Do I understand correctly that DynDOLOD 3 itself can create 3d trees based on those in my loadorder?

I also set to zero fTreeLoadDistance=0.0 . And inspected the .ini with BethIni.

Also i tried to generate lods with the Billboard Generator that comes with EVT (although it seems that the generator is not needed with DynDOLOD 3). And without him.

Regarding my loadorder - at the moment I'm not using any mods other than EVT to make the process more transparent.

Short video

But my goal is quality like in this video  

 

I have tried many options. And I'm confused. I don't understand what I'm missing.

Thank you!

Edited by HaveAQuestion
Posted
  On 7/31/2022 at 7:14 PM, HaveAQuestion said:

Hi all.

I want to set up 3D lods on Enchanced Vanilla Trees. I'm on LE and using DynDOLOD 3.

When installing at the end, I chose the option "No Lods". In DynDOLOD i checked Ultra Trees. Everything is as shown in a dozen guides that I looked at.

I've been trying to set up 3d lods for quite some time now. I can't figure out if I've managed to make 3d trees and I can't figure out how to get rid of this gap. Do I understand correctly that if the 3d lods are installed correctly, then there will be no noticeable transition from the full model to the lod?

I don't understand why if DynDOLOD 3 create lods from a full tree, they end up being different.

Do I understand correctly that DynDOLOD 3 itself can create 3d trees based on those in my loadorder?

I also set to zero fTreeLoadDistance=0.0 . And inspected the .ini with BethIni.

Also i tried to generate lods with the Billboard Generator that comes with EVT (although it seems that the generator is not needed with DynDOLOD 3). And without him.

Regarding my loadorder - at the moment I'm not using any mods other than EVT to make the process more transparent.

Short video

But my goal is quality like in this video  

I have tried many options. And I'm confused. I don't understand what I'm missing.

Thank you!

Expand  

Moved the post to the DynDOLOD 3 Alpha thread. Read the first post.

Upload the log and debug log when making posts as explained on the first post.

Read https://dyndolod.info/Help/Ultra-Tree-LOD what is required for 3D tree LOD and how to generate it and what logfile to check to see which assets where found and used.
DynDOLOD will use the 3D tree LOD models installed in the load order.

As explained lots of times already, DynDOLOD does not change how the engine works. There is always a difference between active cells and the LOD, because they are distinctly different things and because LOD does not support all shaders and options like full models. There will always be loading of full models and unloading of object LOD models afterwards with a brief overlap. Read https://dyndolod.info/How-LOD-Works.

Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to create 3D tree LOD models. DynDOLOD does not create LOD models.

Standard tree LOD is automatically when generating ultra tree LOD, so changing fTreeLoadDistance has not affect.

"Billboard generator" is a FMOD installer that installs pre-generated billboard textures. As explained in the documentation, do not install any 3rd party billboards. Use TexGen to generate billboards.  https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

If you have a problem with the quality of assets shipping with a mod, consider creating your own as explained or talk to the author of the mod.

If you have a problem with third party instructions, best to read and follow the always updated and current DynDOLOD documentation instead, otherwise ask the author of the third party instructions.

If the goal is to have things look like in the second video, then you will need to use Skyrim Special Edition and follow the instructions of the video.

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