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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

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Recommended Posts

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Posted (edited)
  On 5/13/2015 at 2:41 AM, Noobsayer said:

For the just-posted update, do I need to rerun the whole process or can I simply overwrite for the new script fix?

Just copy the papyrus scripts and then change skse\plugins\StorageUtilData\DynDOLOD_Worlds.json should work

 

{
"string":{
"tamriel":"Tamriel",
"windhelmworld":"Tamriel",
"riftenworld":"Tamriel",
"markarthworld":"MarkarthWorld",
"whiterunworld":"Tamriel",
"solitudeworld":"Tamriel",
"whiterundragonsreachworld":"Tamriel",
"katariahworld":"Tamriel",
"windhelmpitworldspace":"Tamriel",
"debug":"true"
}
}
note you have to add a coma to the current last entry and no comma behind the debug line. Change to "debug":"false" or remove line if no debugging is needed. Remeber the last entry has no comma.

 

  On 5/13/2015 at 3:12 AM, moonandstar99 said:

Unfortunately, no, it's all in the right place. Are you saying that I should at least be able to see better looking distant objects than before? I hadn't looked at existing distant lods very closely, I just noticed that there was nothing new present. The only thing that I can think of is that I'm running this mod: https://www.nexusmods.com/skyrim/mods/57353/?

Could this mod's textures work around be an issue? I did just notice that new dragonborn hearthfire and dawngaurd .ini's had been created today, which this mod tries to delete.

 

Also interesting to note, but when I load it into an existing save, the MCM menu shows it as deactivated and "DynDOLOD is not activated for this world."

However, the same file on a new game (all in the tamriel worldspace btw) shows as activated in the MCM menu; same end result either way, though.

There is 3 different LOD combined here. Static objects, trees and dynamic LOD. Only the dynamic LOD needs the esp. The tree and static LOD are the same type of files like before. If you used medium or high setting the change of static LOD should be obvious. Like roads and rocks. See the screenshots in the first post. DynDOLOD.esp dyanmic LOD is "just" waterfalls and fire etc.

 

So despite any possible trouble with the esp, json data files etc, you should at least see roads and rocks and stuff if the static files have been generated and copied correctly.

Edited by sheson
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Posted (edited)
  On 5/13/2015 at 3:35 AM, Doryani said:

https://drive.google.com/file/d/0B0Fj-zafwkdiVTdGNGVfS25ERVk/view?usp=sharing

 

Tried the new version btw, no change.

 

 

Edit: So after you specifically asking for that file I checked it with nifskope and saw that fort textures were called 1mperialfortlod and 1mperialfortlod_n, instead of imperiallodfort. I replaced 1 with i and the fort is looking good now. Interesting, any idea why that happened? Bottom half of the Watchtower is still missing btw. And I think I still have problems with some other forts.

 

So basically my problem, the name of that texture is wrong for some weird reason and it's not showing because of that? How can we detect each of them without having to check every spot in game?

 

Edit 2: So I checked Tamriel.4.0.-4 also, same problem, 1mperialfortlod. Fixed it and the tower looks good now. I think I'm just gonna change them back to 1 and rename texture itself to 1mperialfort, would be easier compared to checking each BTO one by one.

 

Edit 3: I think we fixed the problem. It's weird though. Any idea why that might happen?

 

 

 

Spots I marked was purple before, now I renamed the texture and it's been fixed. I also made a speedrun from Whiterun to Markarth and then to Solitude. Couldn't see any purple fort. I think we fixed it. YAY ::D: Such a weird issue though.

 

What the hell? Great that we finally found something!

I have no idea how that would happen. The texture names are read from the source LOD nifs and I think those are all vanilla LOD meshes. What language  or local settings is your windows?

Can you check if TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt also has the wrong and/or correct filename of the texture?

 

 

Also try if you can find the source of one of those LOD files. Search for impexttower01_lod.nif in your load order.

It is in "Skryim - Meshes.bsa". But there might be another version from another mod with the wrong texture path in it overwriting the vanilla one.

You probably need to look into other BSAs too.

Edited by sheson
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Posted (edited)
  On 5/13/2015 at 5:16 AM, Neovalen said:

Alright, with the new update to 1.25 what is the correct install order now for billboards? The manual didn't change but imagine it should.

 

I surmise it should be: Vanilla Billboards (TES5LODGen) then DynDOLOD (includes HRDLC Billboards) then SFO Billboards (TES5LODGen) then RAT Billboards.

 

This, of course, is the way the video does it but the actual text installation instructions in the manual sounds like you install mod billboards from the TES5LODGen page before DynDOLOD.

It didn't really change anything. None of the vanilla game data files has billboards.

DynDOLOD has 5 billboards  which are the same in the Skyrim+DLC billboards so technically it doesn't matter there either. The video just tries to be future proof.

 

Any mod billboard need to overwrite the DynDLOD/Skyrim+DLC billboards. Since tree mods may now come with their own billboards already included they should be after DynDLOD/Skyrim+DLC billboards and in the load order shown in the video.

Edited by sheson
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Posted (edited)
  On 5/13/2015 at 11:43 AM, sheson said:

What the hell? Great that we finally found something!

I have no idea how that would happen. The texture names are read from the source LOD nifs and I think those are all vanilla LOD meshes. What language  or local settings is your windows?

Can you check if TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt also has the wrong and/or correct filename of the texture?

 

 

Also try if you can find the source of one of those LOD files. Search for impexttower01_lod.nif in your load order.

It is in "Skryim - Meshes.bsa". But there might be another version from another mod with the wrong texture path in it overwriting the vanilla one.

You probably need to look into other BSAs too.

It's just the default English Windows 8.1 but I'm using it with a Turkish Q Keyboard, so yeah keyboard settings are set to Turkish.

 

I checked the file and it's like this:

textures\lod\imperialfortlod.dds    256    256    1536    512    Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds    4096    2048

 

There is no 1mperialfortlod there.

 

I found that nif in Skyrim-Meshes.bsa. Like I said earlier, I didn't have this kind of problem before DynDOLOD, vanilla was just fine.

 

I also extracted that file and opened with nifskope, texture path looks like this; textures\lod\ImperialFortLOD.dds.

 

I don't have too much mod installed, it's just Unofficial Patches, SkyUI and DynDOLOD stuff.

 

I think it's just about bto files, somehow they are generated badly and i got replaced with 1?

Edited by Doryani
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Posted
  On 5/13/2015 at 12:50 PM, Doryani said:

It's just the default English Windows 8.1 but I'm using it with a Turkish Q Keyboard, so yeah keyboard settings are set to Turkish.

 

I checked the file and it's like this:

textures\lod\imperialfortlod.dds    256    256    1536    512    Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds    4096    2048

 

There is no 1mperialfortlod there.

 

I found that nif in Skyrim-Meshes.bsa. Like I said earlier, I didn't have this kind of problem before DynDOLOD, vanilla was just fine.

 

I also extracted that file and opened with nifskope, texture path looks like this; textures\lod\ImperialFortLOD.dds.

 

I don't have too much mod installed, it's just Unofficial Patches, SkyUI and DynDOLOD stuff.

 

I think it's just about bto files, somehow they are generated badly and i got replaced with 1?

 

This is just like old mechanical typewriters in reverse. They didn't have 1 or 0 and uppercase i and o was used. So funny.

 

 

At the moment with all the that info it points to LODGen.exe doing this. I can not fathom how or why only for you and nobody else now that I know you have English windows.

Are regional setting English too? The settings that define currency, hour format and stuff like . or , as decimal separator. 

 

 

One last piece of the puzzle I would like to look at is the first few lines of TES5Edit\Edit Scripts\LODGen_Tamriel.txt. If you could upload that file somewhere or copy and paste the first few lines from top until it starts listing the objects themselves. I do not need the lines that look like

00000E07    00000000    71609.585938    64077.003906    2981.428223    11.4592 ...

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Posted (edited)
  On 5/13/2015 at 3:34 PM, sheson said:

This is just like old mechanical typewriters in reverse. They didn't have 1 or 0 and uppercase i and o was used. So funny.

 

 

At the moment with all the that info it points to LODGen.exe doing this. I can not fathom how or why only for you and nobody else now that I know you have English windows.

Are regional setting English too? The settings that define currency, hour format and stuff like . or , as decimal separator. 

 

 

One last piece of the puzzle I would like to look at is the first few lines of TES5Edit\Edit Scripts\LODGen_Tamriel.txt. If you could upload that file somewhere or copy and paste the first few lines from top until it starts listing the objects themselves. I do not need the lines that look like

00000E07    00000000    71609.585938    64077.003906    2981.428223    11.4592 ...

Those are Turkish I suppose, want me to change them to English and rerun the generator?

 

Worldspace=Tamriel

CellSW=-96 -96

UseOptimizer=false

UseHDFlag=true

NotHDMeshMask=nif

IsHDMeshMask=_lod_0

NotHDTextureMask=lod

NotHDTextureMask=lowres

NotHDTextureMask=architecture

TextureAtlasMap=C:\Skyrim\TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt

AtlasTolerance=0.2

PathData=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\

PathOutput=C:\Skyrim\Output\Meshes\Terrain\tamriel\Objects

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Misc.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Shaders.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Textures.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Interface.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Animations.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Sounds.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - Voices.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Skyrim - VoicesExtra.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Update.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Dawnguard.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\HearthFires.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Dragonborn.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\HighResTexturePack01.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\HighResTexturePack02.bsa

Resource=C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\HighResTexturePack03.bsa

Edited by Doryani
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Posted (edited)
  On 5/13/2015 at 3:49 PM, Doryani said:

Those are Turkish I suppose, want me to change them to English and rerun the generator?

 

 

It is a long shot but give it a try

 

Edit: Great we are on to something. That is the desired result  :)

I will try the opposite on my end.

Edited by sheson
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Posted

Okay, now I changed everything to English and rerun the generator and now it created a different type of BTO file and the problem is gone because the BTO is not searching for a specific fort lod texture, fort lod texture is now a part of Atlas.

 

OLD:

fzPtvJg.jpg

 

NEW:

o6rtKML.jpg

 

As you can see, now I can't particularly click on the Fort because it is a part of the Atlas file.

 

15BSMultiBoundNode was for the fort lod, now in the new file it directs to some other mountain texture.

There are 4 entries in the old BTO and there are only 3 entries in the new file.

 

This is getting weirder.

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Posted (edited)

I could reproduce this. It happens because internally file names and strings are converted to lowercase for easier comparison for example.

 

The Turkish alphabet is a bit different regarding i and I. I sent you a PM with a test version. It will be included in the next xEdit update.

 

Honestly, I love tracking down these things... They are kinda obvious once you know this and a great mystery if you don't :)

Edited by sheson
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Posted (edited)
  On 5/13/2015 at 11:34 AM, sheson said:

There is 3 different LOD combined here. Static objects, trees and dynamic LOD. Only the dynamic LOD needs the esp. The tree and static LOD are the same type of files like before. If you used medium or high setting the change of static LOD should be obvious. Like roads and rocks. See the screenshots in the first post. DynDOLOD.esp dyanmic LOD is "just" waterfalls and fire etc.

 

So despite any possible trouble with the esp, json data files etc, you should at least see roads and rocks and stuff if the static files have been generated and copied correctly.

 

Okay, so I've discovered a little more about the problem: apparently, there is no object lod being generated for the Tamriel worldspace. Tesvedit goes through the whole process, takes about 25 minutes, but only generates trees and the dyndolod files. Some other worldspaces have object lod that's being generated properly (and I'm assuming the other ones that do not do not have any lod that requires generating), but Tamriel obviously should have objects being generated for it, yet there are none.

I'm not sure what the cause of the problem is; I've tried just doing tamriel worldspace on its own, but I only get the same result. Are there any logs or files I could look at that might help narrow this down?

 

Edit: also, I just attributed the cause of a persistent CTD in a particular exterior cell to the built dyndolod esp. There are also a lot of errors being detected by tesvedit in the dyndolod patch--the ones that read "could not be resolved"--not merely the errors about the unknown flags.

Edited by moonandstar99
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Posted

Thanks for helping me out with this. Tried it and it works perfectly fine. No more issues.

 

Honestly I'm just happy that I wasn't doing something wrong ::):

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Posted
  On 5/14/2015 at 12:56 AM, moonandstar99 said:

Okay, so I've discovered a little more about the problem: apparently, there is no object lod being generated for the Tamriel worldspace. Tesvedit goes through the whole process, takes about 25 minutes, but only generates trees and the dyndolod files. Some other worldspaces have object lod that's being generated properly (and I'm assuming the other ones that do not do not have any lod that requires generating), but Tamriel obviously should have objects being generated for it, yet there are none.

I'm not sure what the cause of the problem is; I've tried just doing tamriel worldspace on its own, but I only get the same result. Are there any logs or files I could look at that might help narrow this down?

 

Edit: also, I just attributed the cause of a persistent CTD in a particular exterior cell to the built dyndolod esp. There are also a lot of errors being detected by tesvedit in the dyndolod patch--the ones that read "could not be resolved"--not merely the errors about the unknown flags.

Upload a copy of TES5Edit\TES5Edit_log.txt and TES5Edit\LODGen_log.txt somehwere

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Posted (edited)

First time using DynDOLOD, thank you sheson and everyone else involved for this amazing project. I am using ..

- MO 1.3.4

- xEdit 090515

- DynDOLOD 1.25

 

DynDOLOD.esp is last in my loadorder. My output folder for DynDOLOD is not inside an rights restricted folder, nor within MO's virtual file system or Steams folder, and I am using the High Preset setting.

 

Overall the first results looks very promising. Take a look at the following images (first one is always with DynDOLOD activated, the second one with DynDOLOD deactivated):

 

https://abload.de/img/1_1k2u71.jpg

https://abload.de/img/1_2lwuoj.jpg

https://abload.de/img/2_177unf.jpg

https://abload.de/img/2_2xhuwx.jpg

https://abload.de/img/3_1aouon.jpg

https://abload.de/img/3_2l2ukq.jpg

https://abload.de/img/4_1n4uaz.jpg

https://abload.de/img/4_2f4umo.jpg

https://abload.de/img/5_1pzuik.jpg

https://abload.de/img/5_2utk9g.jpg

 

That said though, I've got a few questions. Is it absolutely necessary, that DynDOLOD.esp should load last, and therefore even after a Bashed Patch? Or does that not matter? Furthermore, it seems that DynDOLOD has no entry in LOOT's masterlist.yaml file .. currently, the latest beta snapshot of LOOT, 0.7.0 Beta 4-65, places DynDOLOD (in my case) like this:

 

...

- iNeed.esp
- Prometheus_NSUTR Falskaar Dock.esp
- Alternate Start - Live Another Life.esp
- DynDOLOD.esp
- Pre PaMa WAFR Patch.esp
- Bashed Patch, 0.esp
- PatchusMaximus.esp

 

Do you see a problem in that sheson? And should LOOT's masterlist.yaml therefore get an update for DynDOLOD, according to your opinion?

 

Then, running DynDOLOD using the High preset takes with my 106 plugins (DynDOLOD.esp manually put at the end of the loadorder, "Have MO manage archives" unticked within MO, plugins loaded via "Shift + OK" within TES5Edit) 24 minutes and 17 seconds. What about these messages in my TES5Edit_log.txt:

 

 

  Reveal hidden contents

 

 

Should I worry about those? TES5Edit_log.txt and LODGen_log.txt are here.

 

Thank you once again. ::):

Edited by pStyl3
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Posted

Just a question if someone can help me? I thought this should be fixed with Dyndolod Or was i mistaken?

Just installed evrything on srle and evrything is working ok, I just have this problem that i am not able to solve, if anybody could help me solve it.

 

Trees and objects don't load like theys should unless I step real close here are examples of a tree near whiterun before and after coming close.

https://s12.postimg.org/r0h4l8mjg/Before.jpg

 

https://s11.postimg.org/eyaj7wz2p/after.jpg
 

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Posted (edited)
  On 5/14/2015 at 11:14 AM, pStyl3 said:

First time using DynDOLOD, thank you sheson and everyone else involved for this amazing project. I am using ..

- MO 1.3.4

- xEdit 090515

- DynDOLOD 1.25

 

DynDOLOD.esp is last in my loadorder. My output folder for DynDOLOD is not inside an rights restricted folder, nor within MO's virtual file system or Steams folder, and I am using the High Preset setting.

 

Overall the first results looks very promising. Take a look at the following images (first one is always with DynDOLOD activated, the second one with DynDOLOD deactivated):

 

https://abload.de/img/1_1k2u71.jpg

https://abload.de/img/1_2lwuoj.jpg

https://abload.de/img/2_177unf.jpg

https://abload.de/img/2_2xhuwx.jpg

https://abload.de/img/3_1aouon.jpg

https://abload.de/img/3_2l2ukq.jpg

https://abload.de/img/4_1n4uaz.jpg

https://abload.de/img/4_2f4umo.jpg

https://abload.de/img/5_1pzuik.jpg

https://abload.de/img/5_2utk9g.jpg

 

That said though, I've got a few questions. Is it absolutely necessary, that DynDOLOD.esp should load last, and therefore even after a Bashed Patch? Or does that not matter? Furthermore, it seems that DynDOLOD has no entry in LOOT's masterlist.yaml file .. currently, the latest beta snapshot of LOOT, 0.7.0 Beta 4-65, places DynDOLOD (in my case) like this:

 

...

- iNeed.esp

- Prometheus_NSUTR Falskaar Dock.esp

- Alternate Start - Live Another Life.esp

- DynDOLOD.esp

- Pre PaMa WAFR Patch.esp

- Bashed Patch, 0.esp

- PatchusMaximus.esp

 

Do you see a problem in that sheson? And should LOOT's masterlist.yaml therefore get an update for DynDOLOD, according to your opinion?

 

Then, running DynDOLOD using the High preset takes with my 106 plugins (DynDOLOD.esp manually put at the end of the loadorder, "Have MO manage archives" unticked within MO, plugins loaded via "Shift + OK" within TES5Edit) 24 minutes and 17 seconds. What about these messages in my TES5Edit_log.txt:

 

 

  Reveal hidden contents

 

 

Should I worry about those? TES5Edit_log.txt and LODGen_log.txt are here.

 

 

As the manual says:

Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created.

Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters.

 

 

Regarding the TES5LODGen tree LOD generation: It is normal to have missing shrubs and bushes and whatnots. We only want to generate LOD for trees.

(If you create billboards for the shrubs and bushes you will start to notice how much they impact performance, because draw distance is high for LOD trees - if anything they should be done as static LOD in level 4 only)

 

 

  On 5/14/2015 at 11:16 AM, minos55 said:

Just a question if someone can help me? I thought this should be fixed with Dyndolod Or was i mistaken?

Just installed evrything on srle and evrything is working ok, I just have this problem that i am not able to solve, if anybody could help me solve it.

 

Trees and objects don't load like theys should unless I step real close here are examples of a tree near whiterun before and after coming close.

https://s12.postimg.org/r0h4l8mjg/Before.jpg

 

https://s11.postimg.org/eyaj7wz2p/after.jpg

 

Not sure what the problem is?

It looks like first the trees are LOD trees and then they are full models. This is how LOD works.

 

If you think the LOD trees do not match the full model trees well, then either find the right billboards to download for the setup or you need to create them yourself.

You can do so by splitting existing tree LOD or creating billboards with Tree LOD billboard creator for xLODGen

Edited by sheson
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