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