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Posted
  On 5/10/2021 at 6:00 PM, sheson said:

This has nothing to do with Occlusion.

For Open Cities generate LOD as explained in the manual. It requires two passes.

Expand  

I already did. What could've went wrong? Here's what I did:

Part 1:
- Generate and install TexGen
- Deactivate OCS.esp
- Generate static LOD with dynamic LOD unchecked
- Click Exit (Not save and exit)

Part 2:
- Activate OCS, and delete OCS warning at the DynDOLOD_SSE.ini file
- Generate dynamic LOD with static LOD unchecked
- Click save and exit
- Install DynDOLOD output

Posted
  On 5/10/2021 at 6:04 PM, gmahadhika91 said:

I already did. What could've went wrong? Here's what I did:

Part 1:
- Generate and install TexGen
- Deactivate OCS.esp
- Generate static LOD with dynamic LOD unchecked
- Click Exit (Not save and exit)

Part 2:
- Activate OCS, and delete OCS warning at the DynDOLOD_SSE.ini file
- Generate dynamic LOD with static LOD unchecked
- Click save and exit
- Install DynDOLOD output

Expand  

Read the first post what log files to include when making reports.

Posted

Hi sheson, 

First thanks for all your work.

I just have an issue with snowy buildings. (Ruins, Bandits towers, Volkihar Castle...)

Here's an example where you can see that the left part of the ruins is a mix of the correct texture for ruins and some unknow white/grey texture, and the right part is fully white/grey. 

Screen-Shot1846.png

 

Now if i approach the ruins, this strange effect reduces and the texture appears correctly (left is correct but right is still white/grey)

Screen-Shot1847.png

If i continue to walk to the right part it slowely appears correctly when approaching.

 

Now without Texgen & DynDOLOD

Screen-Shot2171.png

The Ruins looks correct, same for the bandit tower, but...if i regenerate TexGen & DynDOLOD the bandit tower is fully white (even when im close to), and the Ruins looks the same as the 2 previous images.

All screenshots has been taken on new save.

Any idea ? 

Posted

@sheson I'm optimizing some mesh rules and am not finding (as per "Performance" sec in doc):

  Quote

After generating LOD check 'DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_mesh_count.txt' for a tab separated text file that lists LOD meshes and their use count to help in the decision what objects to remove in order to gain more performance.

Expand  

Did the file name/location change for mesh counts?

Perhaps it may be in ..\DynDOLOD-3.00\Edit Scripts\Export\LODGen_SSE_Export_{worldspace}.txt?

00000E07	00000000	71609.585938	64077.003906	2981.428223	11.459200	0.000000	63.025398	1.000000	RockL01Snow	00010800	Snow	Meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif			
00000E08	00000000	71816.445312	64159.859375	2944.403564	34.377499	0.000000	325.622711	1.000000	RockL03Snow	00010800	Snow	Meshes\landscape\rocks\rockl03.nif	meshes\lod\rocks\rockl03_lod_0.nif			
00000E09	00000000	72022.960938	64219.187500	2672.896973	18.178499	2.584900	354.035492	1.530000	RockL01Snow	00010800	Snow	Meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif			
00000E0A	00000000	72097.328125	64461.078125	2582.655518	25.023399	323.743011	32.382000	1.000000	RockL01Snow	00010800	Snow	Meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif

 

Posted
  On 5/10/2021 at 8:05 PM, K4MI20L said:

Hi sheson, 

First thanks for all your work.

I just have an issue with snowy buildings. (Ruins, Bandits towers, Volkihar Castle...)

Here's an example where you can see that the left part of the ruins is a mix of the correct texture for ruins and some unknow white/grey texture, and the right part is fully white/grey. 

Now if i approach the ruins, this strange effect reduces and the texture appears correctly (left is correct but right is still white/grey)

If i continue to walk to the right part it slowely appears correctly when approaching.

Now without Texgen & DynDOLOD

 

The Ruins looks correct, same for the bandit tower, but...if i regenerate TexGen & DynDOLOD the bandit tower is fully white (even when im close to), and the Ruins looks the same as the 2 previous images.

All screenshots has been taken on new save.

Any idea ? 

Expand  

Use tfc to make screenshots of LOD close up. Make all screenshots in daylight. 

Is there any difference compared to LOD generated by DynDOLOD 2.x?
Read the first the post what log files to upload/page when making posts.

TexGen/DynDOLOD do not change the snow LOD shaders, which is what is is applied onto the object LOD live in the game . Check in xEdit which plugins modify the material object shaders with form id 00050372 and 006AE38. 

TexGen updates object LOD textures from the currently installed full textures in the load order. The normal map might affect the snow shader.
DynDOLOD uses whatever object LOD textures are currently installed in the load order to add them to the texture atlas.
If normal maps are missing or are low res when TexGen generates object LOD textures or DynDOLOD adds textures to the LOD atlass, I could imagine how that might make the snow LOD shaders look bland.

Posted
  On 5/10/2021 at 8:43 PM, z929669 said:

@sheson I'm optimizing some mesh rules and am not finding (as per "Performance" sec in doc):

Did the file name/location change for mesh counts?

Perhaps it may be in ..\DynDOLOD-3.00\Edit Scripts\Export\LODGen_SSE_Export_{worldspace}.txt?

00000E07	00000000	71609.585938	64077.003906	2981.428223	11.459200	0.000000	63.025398	1.000000	RockL01Snow	00010800	Snow	Meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif			
00000E08	00000000	71816.445312	64159.859375	2944.403564	34.377499	0.000000	325.622711	1.000000	RockL03Snow	00010800	Snow	Meshes\landscape\rocks\rockl03.nif	meshes\lod\rocks\rockl03_lod_0.nif			
00000E09	00000000	72022.960938	64219.187500	2672.896973	18.178499	2.584900	354.035492	1.530000	RockL01Snow	00010800	Snow	Meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif			
00000E0A	00000000	72097.328125	64461.078125	2582.655518	25.023399	323.743011	32.382000	1.000000	RockL01Snow	00010800	Snow	Meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif

 

Expand  

A used mesh list with or without count is not created anymore atm.

The export file is the export file for LODGen. It has a line for every reference that has a static object LOD, obviously.

Posted
  On 5/10/2021 at 9:06 PM, sheson said:

Use tfc to make screenshots of LOD close up. Make all screenshots in daylight. 

Is there any difference compared to LOD generated by DynDOLOD 2.x?
Read the first the post what log files to upload/page when making posts.

TexGen/DynDOLOD do not change the snow LOD shaders, which is what is is applied onto the object LOD live in the game . Check in xEdit which plugins modify the material object shaders with form id 00050372 and 006AE38. 

TexGen updates object LOD textures from the currently installed full textures in the load order. The normal map might affect the snow shader.
DynDOLOD uses whatever object LOD textures are currently installed in the load order to add them to the texture atlas.
If normal maps are missing or are low res when TexGen generates object LOD textures or DynDOLOD adds textures to the LOD atlass, I could imagine how that might make the snow LOD shaders look bland.

Expand  

I don't remember of this issue with DynDOLOD v2.xx, didnt modded my game for a year.

I checked in xEdit and the plugins which  modify form id 00050372 and 006AE38, are Better Dynamic Snow 3.3 and Majestic Mountains.

Sans-titre.png

Is it a load order issue ? 

 

About the quality of textures installed and their normal maps, i'm using in this order (MO2 left panel) :

Skyrim 2018 (by Pfuscher)/2019/2020 part I/Cleverchaff AIO 2K/ Skyrim 2020 part II

and below : 

Majestic Mountains/Better Dynamic Snow 3.3/Hyperborean Snow

more below :

TB's Towers 4K (which is for bandits towers)

So i think normal maps aren't that bad.

Posted
  On 5/10/2021 at 9:48 PM, K4MI20L said:

I don't remember of this issue with DynDOLOD v2.xx, didnt modded my game for a year.

I checked in xEdit and the plugins which  modify form id 00050372 and 006AE38, are Better Dynamic Snow 3.3 and Majestic Mountains.

Sans-titre.png

Is it a load order issue ? 

 

About the quality of textures installed and their normal maps, i'm using in this order (MO2 left panel) :

Skyrim 2018 (by Pfuscher)/2019/2020 part I/Cleverchaff AIO 2K/ Skyrim 2020 part II

and below : 

Majestic Mountains/Better Dynamic Snow 3.3/Hyperborean Snow

more below :

TB's Towers 4K (which is for bandits towers)

So i think normal maps aren't that bad.

Expand  

Make sure to carefully read how to set up those two mods together, The last plugin to overwrite wins. The last plugins set a model, which defines a texture. Those are the things to check.

If there are error messages in the logs about missing normal map textures it means they might be substituted by the default flat normal. But it is more likely to be a problem with the mods modifying the shaders and the texture used by it.

Posted (edited)

Recently swapped to DynDOLOD 3 to try out the new Grass LOD feature. TexGen seems to have run just fine but DynDOLOD keeps getting stuck after outputting Duplicates not allowed or something along those lines. I'm pretty new to the software as a whole so any help would be appreciated. Included DynDOLOD_SSE_Log.txt  and bugreports.txt as instructed in the first post. If it matters I am using the medium preset which is what I used to use on the older versions.

I read something about the multiple form id's and using the Creation Kit to resolve those, but if that's that's problem here I'm having trouble finding out what exactly needs to be opened and resaved.

 

https://pastebin.com/KZgvYrwp

Edited by QuantumToaster
Posted

@sheson I'm testing presets/performance and want to confirm that SkyrimPrefs.ini setting fTreeLoadDistance only affects billboards and not statics. Is it accurate to say that this setting affects *.btt render distance and not *.bto?

Posted
  On 5/10/2021 at 11:50 PM, QuantumToaster said:

Recently swapped to DynDOLOD 3 to try out the new Grass LOD feature. TexGen seems to have run just fine but DynDOLOD keeps getting stuck after outputting Duplicates not allowed or something along those lines. I'm pretty new to the software as a whole so any help would be appreciated. Included DynDOLOD_SSE_Log.txt  and bugreports.txt as instructed in the first post. If it matters I am using the medium preset which is what I used to use on the older versions.

I read something about the multiple form id's and using the Creation Kit to resolve those, but if that's that's problem here I'm having trouble finding out what exactly needs to be opened and resaved.

 

https://pastebin.com/KZgvYrwp

Expand  

Fix (Resave in CK or xEdit with the Clamp FormID expert option checked) or permanently remove the broken plugin with all the HITME errors. I will need to elevate that to a stop error.

Check the load order for errors with xEdit. They should be fixed as much as possible.

If the error still  happens then, upload the new logs and bugreport,

Posted
  On 5/11/2021 at 2:41 AM, z929669 said:

@sheson I'm testing presets/performance and want to confirm that SkyrimPrefs.ini setting fTreeLoadDistance only affects billboards and not statics. Is it accurate to say that this setting affects *.btt render distance and not *.bto?

Expand  

The setting does what it says: It is loading distance for trees.  

See "How LOD works in Skyrim" in the DynDOLOD manual.

The Settings page  of the DynDOLOD Skyui MCM

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