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Create "LOD" models from full models using textures with alpha channel


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Posted

https://imgbox.com/XoTr1kwX
https://imgbox.com/EtwuMuur

Object Report : https://files.catbox.moe/i31w4g.7z

The wall and the castle aren't getting their LODs generated properly for some reason. The castle door works just fine, its the rest of it which is not being displayed. I am using ACMOS.

The wall is a single static object called 00B_musilmcrossdoor02_ruin_lod with the following object report

Spoiler

00B_musilmcrossdoor02_ruin_lod [STAT:1B052FA9] Meshes\resources\buildings\city\desert\musilmcrossdoor02.nif [CRC32:DB8AD1BF] using textures\resources\buildings\city\desert\musilmfloor02.dds, textures\resources\buildings\city\desert\musilmfloor02_n.dds, textures\resources\buildings\city\desert\musilmfloor03.dds, textures\resources\buildings\city\desert\musilmfloor03_n.dds, textures\resources\buildings\city\desert\musilmwall09.dds, textures\resources\buildings\city\desert\musilmwall09_n.dds, textures\resources\buildings\city\desert\musilmfloor04.dds, textures\resources\buildings\city\desert\musilmfloor04_n.dds, textures\resources\buildings\city\desert\musilmwall07.dds, textures\resources\buildings\city\desert\musilmwall07_n.dds
    musilmcrossdoor02_lod_0.nif musilmcrossdoor02:1 = textures\resources\buildings\city\desert\desertruinblock.dds -> textures\resources\buildings\city\desert\desertruinblock.dds
    musilmcrossdoor02_lod_0.nif musilmcrossdoor02:2 = textures\resources\buildings\city\desert\desertruinblock.dds -> textures\resources\buildings\city\desert\desertruinblock.dds
    Level0: meshes\lod\resources\buildings\musilmcrossdoor02_lod_0.nif [CRC32:EF11FEC0] using textures\resources\buildings\city\desert\desertruinblock.dds, textures\resources\buildings\city\desert\desertruinblock_n.dds, textures\resources\buildings\city\desert\musilmwall09.dds, textures\resources\buildings\city\desert\musilmwall09_n.dds, textures\resources\buildings\city\desert\musilmfloor04.dds, textures\resources\buildings\city\desert\musilmfloor04_n.dds, textures\resources\buildings\city\desert\musilmwall07.dds, textures\resources\buildings\city\desert\musilmwall07_n.dds
    Dynamic: meshes\lod\resources\buildings\musilmcrossdoor02_lod_0.nif [CRC32:EF11FEC0] using textures\resources\buildings\city\desert\desertruinblock.dds, textures\resources\buildings\city\desert\desertruinblock_n.dds, textures\resources\buildings\city\desert\musilmwall09.dds, textures\resources\buildings\city\desert\musilmwall09_n.dds, textures\resources\buildings\city\desert\musilmfloor04.dds, textures\resources\buildings\city\desert\musilmfloor04_n.dds, textures\resources\buildings\city\desert\musilmwall07.dds, textures\resources\buildings\city\desert\musilmwall07_n.dds
    Mask: \    File: F:\Skyrim mods\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini
    LOD4: Level0
    LOD8: None
    LOD16: None
    LOD32: Level0
    Grid: FarLOD    Reference: Unchanged

The castle is a combination of statics with the prefix RF1x. One of their Object Report:

Spoiler

RF1xCastleBaseA [STAT:1B0A9701] Meshes\resources\dungeons\desertruin\rf1xcastlebasea.nif [CRC32:AFE912C2] using textures\resources\buildings\city\desert\desertruinblock.dds, textures\resources\buildings\city\desert\desertruinblock_n.dds
    Level0: meshes\lod\resources\dungeons\desertruin\rf1xcastlebasea_lod_0.nif [CRC32:AFE912C2] using textures\resources\buildings\city\desert\desertruinblock.dds, textures\resources\buildings\city\desert\desertruinblock_n.dds
    Dynamic: meshes\lod\resources\dungeons\desertruin\rf1xcastlebasea_lod_0.nif [CRC32:AFE912C2] using textures\resources\buildings\city\desert\desertruinblock.dds, textures\resources\buildings\city\desert\desertruinblock_n.dds
    Mask: \    File: F:\Skyrim mods\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini
    LOD4: Level0
    LOD8: None
    LOD16: None
    LOD32: Level0
    Grid: FarLOD    Reference: Unchanged

They are LODs are just the base model copied to level 0. It seems to work for other objects but not for these ones.

7 answers to this question

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Posted
1 hour ago, jeremyrennerfan21 said:

https://imgbox.com/XoTr1kwX
https://imgbox.com/EtwuMuur

Object Report : https://files.catbox.moe/i31w4g.7z

The wall and the castle aren't getting their LODs generated properly for some reason. The castle door works just fine, its the rest of it which is not being displayed. I am using ACMOS.

The wall is a single static object called 00B_musilmcrossdoor02_ruin_lod with the following object report

  Reveal hidden contents

The castle is a combination of statics with the prefix RF1x. One of their Object Report:

  Reveal hidden contents

They are LODs are just the base model copied to level 0. It seems to work for other objects but not for these ones.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts.

Make useful screenshots of the full model that does not have LOD with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

  • 0
Posted
3 hours ago, jeremyrennerfan21 said:

Lodgen_SSE_0wDesertWorld : https://paste.ee/p/RPBix

Debug log : https://files.catbox.moe/8fyr2r.7z

How the wall LOD looks like : https://imgbox.com/dPDZ21Z3
How the normal model looks like : https://imgbox.com/DyO4o9yf

How the castle LOD looks like : https://imgbox.com/Q8X7Pmux

How the normal model looks like : https://imgbox.com/Z7eOioNd

Provide a link to the mod and/or at least the LOD resources can be downloaded.

They are not included in The World of Rudra SE 1.8.6.2 Eng

  • 0
Posted
21 hours ago, jeremyrennerfan21 said:
 
The cell is near 0,0

https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models
LODGen supports using full models for object LOD, however do not copy full models directly to *_lod*.nif. Object LOD models are expected to be optimized and dedicated for LOD. If no such optimized or dedicated object LOD model exists, use mesh mask rules to instruct to actually use the full model for the desired LOD levels.
Using full models for object LOD works for many simply and static models.
LOD does not support alpha blending of textures. It can either be transparent or not and the threshold is typically 128. In case a full model texture uses alpha or a different threshold, consider creating a dedicated object LOD texture with the threshold in mind.
Animated or models using specific shader options which are not available in static object LOD, should either use a mesh mask rule to use the full model or have an optimized and dedicated *_dyndolod_lod.nif created.
For best results there typically should be object LOD models created. This does not necessarily mean less triangle count or using LOD textures (which are often created automatically from full textures anyways), but also applies to adjusting UV coordinates, convert ordered nodes, changing shader settings and removing collision, animations, dynamic parts, particles etc.

The uploaded archive seems to contain only 2 models that qualify as object LOD models (dahaka_skullstatue_lod_0.nif and eaglerock_lod_0.nif) albeit having unnecessary BSX flags like havok or articulated. All other models seem to be just renamed full models, despite the explanations in the manual and them being reported in the dyndolod log with with this message https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model.

musilmcrossdoor02_lod_0.nif and rf1xcastlebasea_lod_0.nif use textures\Resources\Buildings\city\desert\Desertruinblock.dds which has am alpha channel for which all values are less than the 128 threshold, so it becomes full transparent if used in object LOD. A TexGen config file with the filename DynDOLOD_SSE_TexGen_noalpha_worldofrudraesm.txt should be added for that texture which instructs to remove the alpha channel and for example create a 2x2 tiled version:

0	1	1	1	textures\resources\buildings\city\desert\desertruinblock.dds	0.5	0.5	0	0	textures\lod\fdesertruinblocklod.dds	1	1
0	1	1	1	textures\resources\buildings\city\desert\desertruinblock.dds	0.5	0.5	0	0.5	textures\lod\desertruinblocklod.dds	1	1
0	1	1	1	textures\resources\buildings\city\desert\desertruinblock.dds	0.5	0.5	0.5	0	textures\lod\desertruinblocklod.dds	1	1
0	1	1	1	textures\resources\buildings\city\desert\desertruinblock.dds	0.5	0.5	0.5	0.5	textures\lod\desertruinblocklod.dds	1	1

See https://dyndolod.info/Help/TexGen-Configuration for more.
It is enough to add that config file and then generate the LOD texture with TexGen before generating LOD with DynDOLOD as usual. Any full or LOD model using that full texture that will be used for object LOD will then automatically use the LOD texture.

I suggest to check the end of the LODGen log for all reported full textures. For example lines like this:
textures\resources\buildings\city\dah\trim_03.dds,textures\resources\buildings\city\dah\trim_03_n.dds: 20433 -> 29782 | 7308, 11943

20433 -> 2978 is the number of triangles before and after the re-UV that tries to ensure that UV stays between 0.0 and 1.0. The next two numbers are how often UV exceeded U and V boundaries. So in case of this example a 2x2 LOD texture would also help with the automatic optimizations. Consider doing that for any texture that reports thousands. of these to improve performance of LOD, especially when using full models.

The best solution of course is always to create dedicated LOD models that already have properly UV for the LOD texture generated by TexGen natively without relying on LODGen to automatically try to fix it. Of course that requires, some experience with programs like Blender/3DSMax and how to make proper (decimated) 3D (LOD) models and UV etc.

Make sure to read the linked pages and in case my ramblings are too brief or require further detailed explanations, ask specific questions.

  • +1 1
  • 0
Posted
2 hours ago, jeremyrennerfan21 said:

https://imgbox.com/NPufmLcH

This is what it looks like after I created DynDOLOD_SSE_TexGen_noalpha_worldofrudraesm.txt  and reran Texgen and Dyndolod. Is there a guide on how to properly generate textures from Texgen after decimating 3D models?

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
"This" is not a problem description.

See https://dyndolod.info/Help/TexGen-Configuration. If further help is needed ask specific question and provide the actual LOD resources, config files, logs, generated files etc. if needed.

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