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Hello !

I'm reaching out because I'm having an issue related to creating LODs for mountains.
I don’t have any problems using DynDOLOD itself, but I’d like to create custom LOD textures for mountains like mountainpeak01lod.dds, mrkcliff01lod.dds, etc.

https://iili.io/FjPY7lR.png

When I use TexGen, the generated textures appear darker than the original ones, and I only get a texture like mtntrimslablod.dds, but not the rest of the typical vanilla-style mountain LOD textures.

https://iili.io/FjPYAiJ.png

Is this normal behavior ?

Is there a way to regenerate those vanilla-style LOD textures manually ?

I'm currently working on a mod for Xbox that adds new mountain textures, and I’d like to include matching LODs that are compatible with my textures — ideally replacing the vanilla LOD textures.

After running xLODGen, TexGen, and DynDOLOD, I noticed that the atlas created by DynDOLOD does generate the kind of textures I want, but still uses the vanilla assets.

https://iili.io/FjPl0OB.png

I've attached several screenshots for reference.

Thanks in advance !

3 answers to this question

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  • 0
Posted
2 hours ago, Clemus said:

Hello !

I'm reaching out because I'm having an issue related to creating LODs for mountains.
I don’t have any problems using DynDOLOD itself, but I’d like to create custom LOD textures for mountains like mountainpeak01lod.dds, mrkcliff01lod.dds, etc.

https://iili.io/FjPY7lR.png

When I use TexGen, the generated textures appear darker than the original ones, and I only get a texture like mtntrimslablod.dds, but not the rest of the typical vanilla-style mountain LOD textures.

https://iili.io/FjPYAiJ.png

Is this normal behavior ?

Is there a way to regenerate those vanilla-style LOD textures manually ?

I'm currently working on a mod for Xbox that adds new mountain textures, and I’d like to include matching LODs that are compatible with my textures — ideally replacing the vanilla LOD textures.

After running xLODGen, TexGen, and DynDOLOD, I noticed that the atlas created by DynDOLOD does generate the kind of textures I want, but still uses the vanilla assets.

https://iili.io/FjPl0OB.png

I've attached several screenshots for reference.

Thanks in advance !

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures\
Rendered object LOD textures are rendered from special models in the ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\ folder.
Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

You can try to render them "manually" with Blender, 3DSMax or even NifSkope I suppose if you can rotate and zoom them to match the orientation. In that case you already have the "information" to create the special NIFs in NifSkope to match the vanilla textures. If you do, I will happily finalize and include them with DynDOLOD.
Other then that, an option would be to edit the vanilla textures in an image popgram so they match the desired color/tone.
Also have a look at Majestic Mountains DynDoLod V 3.0 Lod pack (all versions). You will have to ask T4gtr34um3r how they created them.

I only recently made that one special mtntrimslablod.nif - eventually I want to create the remaining ones.
TexGen renders LOD textures from the currently installed full textures.  Object LOD diffuse textures are rendered without any lighting, they also render a normal map. The special NIFs have the same vertex colors as the full models, so those get baked in. So the LOD color/brightness should match the full models.

Also check results for this search https://stepmodifications.org/forum/search/?&q="Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures"&type=forums_topic&quick=1&nodes=223

  • 0
Posted

Alright, I’ll try to create the NIFs for TexGen. :)
I just noticed something about one of the textures: it has an alpha channel. Is it possible for TexGen to generate a texture with an alpha ?

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