Jump to content

Question

Posted

Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

  • +1 15

Recommended Posts

  • 0
Posted

Probably getting to the stage of development now that a dedicated wiki could start to be developed.

From what I have gleaned over watching this thread over the last few months, the actual process, and the code, is at the stage that even those considered 'newer' modders might be able to generate LODs as long as the setup is outlined in a clear manner.

 

I am in no way saying this task should fall to the developers, you have enough on your plates as it is. Maybe some of the testers could start some ideas and that way others might be able to chime in and everybody can share the load.

 

Once I get back into Skyrim testing again I will of course try this tool out myself, as opposed to just watching others, and then I will also try to assist with any documentation.

Just an idea.

  • 0
Posted

I was trying to take a comparative screenshot to one of yours in the OP.

 

I'm wondering what these giant white patches are in the background? Did I mess something up or is that just because of ugrids?

 

ecV1LbX.png

  • 0
Posted (edited)
  On 4/10/2015 at 2:25 AM, Azum said:

I was trying to take a comparative screenshot to one of yours in the OP.

 

I'm wondering what these giant white patches are in the background? Did I mess something up or is that just because of ugrids?

 

ecV1LbX.png

They are normal when you use tfc. It is the engine doing occlusion culling, not rendering things behind other things.

Use "tcl" for toggle clipping and then walk upwards. Enter it before loading a safe game so you don't fall.

Remember though, once you start to move with tcl enabled across cell borders,  the dyanmic LOD willl turn off. Enter tcl again twice to turn it off/on for a second and you will see dynamic LOD catching up for your screenshot.

When you choose a location, do this without a loaded DynDOLOD.esp when saving, so you have a "clean" save when you want to load it again to compare low/medium/high

Edited by sheson
  • 0
Posted

Hey sheson, are all the lod textures basically just 2x2 versions of the original textures? Even if the lod textures isn't a mini atlas with multiple textures, it looks like it might still be a 2x2 version of the original texture.

  • 0
Posted

Sheson I did say the terrain thing was me having weird thoughts of pointlessness. I noticed the manual as I do read things, but being on capped 4G data at the time, I didn't want to waste a huge chunk of it. Again, thank you for this tool and I will certainly have to try it out in the future.

 

If I were to do anything, it would be to strip down the trees to about 40 polygons or less and try it out. I bet you could have control over that in your tool automatically maybe, but I still need to look at the guide obviously.

  • 0
Posted
  On 4/10/2015 at 6:58 AM, EssArrBee said:

Hey sheson, are all the lod textures basically just 2x2 versions of the original textures? Even if the lod textures isn't a mini atlas with multiple textures, it looks like it might still be a 2x2 version of the original texture.

Yes, I think all of the landscape texture are.

 

  On 4/10/2015 at 12:05 PM, SparrowPrince said:

Sheson I did say the terrain thing was me having weird thoughts of pointlessness. I noticed the manual as I do read things, but being on capped 4G data at the time, I didn't want to waste a huge chunk of it. Again, thank you for this tool and I will certainly have to try it out in the future.

 

If I were to do anything, it would be to strip down the trees to about 40 polygons or less and try it out. I bet you could have control over that in your tool automatically maybe, but I still need to look at the guide obviously.

Have a look at Meshes\DynDOLOD\lod\trees\

  • 0
Posted

Wow seems you have already done it? I will have a look this weekend sometime if I can.

 

All the best.

  • 0
Posted
  On 4/10/2015 at 2:54 AM, sheson said:

They are normal when you use tfc. It is the engine doing occlusion culling, not rendering things behind other things.

Use "tcl" for toggle clipping and then walk upwards. Enter it before loading a safe game so you don't fall.

Remember though, once you start to move with tcl enabled across cell borders,  the dyanmic LOD willl turn off. Enter tcl again twice to turn it off/on for a second and you will see dynamic LOD catching up for your screenshot.

When you choose a location, do this without a loaded DynDOLOD.esp when saving, so you have a "clean" save when you want to load it again to compare low/medium/high

Thanks for the info.

  • 0
Posted (edited)
  On 4/10/2015 at 2:01 PM, SparrowPrince said:

Wow seems you have already done it? I will have a look this weekend sometime if I can.

 

All the best.

Search this thread, back in February I talked with crime_syndicate how to do all trees as static LOD.

Use TES5Edit\Edit Scripts\DynDOLOD\nolodtrees.lst to overwrite Meshes\Terrain\Tamriel\Trees\Tamriel.lst so DynDOLOD World.pas finds no tress and the game doesn't display any tree LOD.

Go advanced, turn off tree lod genereation, it should still scan tree LOD at start but report 0 found trees. If you use high, it has a 'tree' mesh rule, it should then do all trees with those hybrids trees.

Edited by sheson
  • 0
Posted
  On 4/10/2015 at 8:44 PM, jbvertexx said:

I'm finally up and running again, but it looks like I've done something wrong here.

 

Notice texture differences from this:

 

https://imgur.com/pDLm27U

 

to this:

 

https://imgur.com/ibGdzCX

 

 

Compare to vanilla LOD and you will notice the LOD textures are the same.

Those full model textures are not vanilla textures. LOD uses vanilla textures until someone creates LOD textures for whatever the texture replacer it is you are using.

 

  • 0
Posted
  On 4/10/2015 at 9:45 PM, sheson said:

Compare to vanilla LOD and you will notice the LOD textures are the same.

Those full model textures are not vanilla textures. LOD uses vanilla textures until someone creates LOD textures for whatever the texture replacer it is you are using.

 

Got it.  Are there instructions on how to do that anywhere?

  • 0
Posted (edited)
  On 4/10/2015 at 9:55 PM, jbvertexx said:

Got it.  Are there instructions on how to do that anywhere?

Not that I know of. But I can write this up real quick :)

 

Either use Photoshop (dds import/export plugin form nvida) or Gimp (find dds plugin through google).

 

Then look at the vanilla LOD textures, for the imperial forts it is

textures\lod\imperialfortlod.dds (may need to unpack Skyrim Textures.bsa)

 

This is a mini atlas of 4 textures simply put in a 2x2 square.

 

top left textures\dungeons\imperial\impextrubble01.dds

top right textures\dungeons\imperial\impextfloor01.dds

bottom left textures\dungeons\imperial\impwall05_n.dds

bottom right textures\dungeons\imperial\impextwall01.dds

 

So, copy paste those 4 textures into a grid of 4, then shrink to 256x256 (or 512x512 if you don't care about vram)

Do the same for the _n.dds versions and you are all set.

 

If you have a complete set of updated textures for a replacer I will happily add them to DynDOLOD as optionals and of course I'll give credit :)

Edited by sheson
  • 0
Posted

I'm working on some 512 versions of the vanilla stuff. Some LOD textures are a little harder to make since I'm not much of a texture artist.

 

EDIT: sheson, do you happen to have some kind of list of the mini atlas textures that make up the those lod textures? I could use it for making some 512 lod textures and for making versions of lod textures for individual mods.

  • 0
Posted
  On 4/10/2015 at 10:42 PM, EssArrBee said:

I'm working on some 512 versions of the vanilla stuff. Some LOD textures are a little harder to make since I'm not much of a texture artist.

 

EDIT: sheson, do you happen to have some kind of list of the mini atlas textures that make up the those lod textures? I could use it for making some 512 lod textures and for making versions of lod textures for individual mods.

Sorry not yet.  I should have by now but I don't. Once you spend a couple days looking at textures you will know where they are

I keep pondering about a script that automates the simple 2x2, 4x4 but don't hold your breath. This will be  DynDOLOD v2.

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.