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3D Static Object Trees LOD - A Few Questions

dyndolod skyrim skyrim se trees lod meshes replacer

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#16 michaelrw


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Posted 23 October 2018 - 05:38 PM

i really appreciate the detailed reply. so much of this is way beyond my skill level. much of what you said is lost on me. Im really just trying to find the easiest way of making 3D static object LOD for my game instead of using billboards textures that i think look less realistic. I will check the two versions of the treepineforestsnow05 and make sure there wasnt a mixup. Im using partial sets from each mod. Im using 3D Trees and Plants as my highest priority, but I have disabled some of its assets that I dont like the look of. So, for example, I disabled/deleted the treepineforestsnow05 model from 3DTP, and installed the one from SFO instead. However, the 3DTP plugin is still active when I run the crc32 PAS script.


As far as all of this re-UV stuff goes... i have no idea what any of that is doing. I am not trying to mess with the UV map of any meshes.. that error i showed you was just an error I was being given when i tried to generate my dyndolod for my current game. I see in your documentation that you say UV coordinates need to be clamped so that the textures for the meshes being used in static object lod can be put into atlas. maybe this is what youre talking about.


im just doing my best to follow the guidelines in DynDOLOD_CreateStaticTree.html and also the Ultra Trees part of DynDOLOD-Trees.html



also, for the catch all rule for all trees, should it be

Mesh mask	LOD 4		LOD 8		LOD 16		VWD	Grid	   Reference
tree		Static LOD4	Static LOD8    Static LOD16	Yes	Far LOD	   Unchanged

Or would it be better to have it like 

Mesh mask	LOD 4		LOD 8		LOD 16		VWD	Grid	   Reference
tree		Static LOD4	Billboard	Billboard	Yes	Far LOD	   Unchanged

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#17 sheson


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Posted 24 October 2018 - 02:32 AM

You want to use the second rule, so that the higher LOD levels use the billboards. The first rule can end up using the 3D LOD models (or full models even if fallback is set to it) in the higher LOD levels. That typically will demand too much from the engine.

To better understand the 3 different UV conversion scenarios I talked about, it helps to run LODGen for a single tree for example and then check the created BTO for size and in nifskope.
To do that, edit DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt in notepad. You can see a "header" part where certain settings are defined and the the "body" with a line for each object or tree that look like

00000E07	00000000	71609.585937	64077.003906	2981.428222	11.4592	0.0000	63.0254	1.0	RockL01Snow	00010800	Snow	meshes\landscape\rocks\rockl01.nif	meshes\lod\rocks\rockl01_lod_0.nif		 

Just remove all of those lines but the ones you want to be testing. E.g. keep a line that has treepineforestsnow05_026D7A95passthru_lod.nif in it.

Now set Export=1 in in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and after starting DynDOLOD, you will see two buttons at them bottom "Execute LODGen" and "Rebuide Atlas". They becomes available after changing the world selection to Tamriel.

"Execute LODGen" will use the (edited) LODGen_SSE_Tamriel.txt. Compare size and texture uses of the created BTOs with the new LODGen.exe/LODGenx64.exe I uploaded. Then edit treepineforestsnow05_026D7A95passthru_lod.nif in nifskope, find the [4]BSTriShape with the Name treepineforestsnow01 and change it to treepineforestsnow01 NoReUV. Now Execute LODGen again and compare BTO size and its used textures, it should be smaller, but use the texture atlas.


Third option would be to leave the Name in the nif as is (without NoReUV) and install the TexGen rule file I uploaded to Data/DynDOLOD/*.txt. Run TexGen and install its output. Then use the button "Rebuild Atlas", then "Execute LODGen". Again check the created BTOs size and used textures.


When generating LOD for a worldspace, the goal is to use a much textures on the atlas as possible, while keeping the file size small. If a shape uses its own single texture then it is preferable that the texture is used by many models combined into one large single shape in a BTO for best performance.

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