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Distant LOD not using new DynDOLOD LOD until close

dyndolod distance

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#1 mukjin

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Posted 03 October 2019 - 04:46 AM

Hi,

 

My generated lod with DyndoLOD doesn't kick in until I get close enough. Otherwise, it uses the normal lod.

 

In the following screenshots, I'm using TFC to move closer to the distant LOD.

I'm using 3d trees with EVT (SSE). You can see the darker, regular billboard trees - the old lod - in this screenshot.

https://imgur.com/g07P1pk

 

 

And when I move close enough, it switches to DynDOLOD's new LOD (with flickering until I bring up console to pause it).

https://imgur.com/b8qIdp7

 

 

I noticed that when I turn the distant object detail (vanilla) presets from low to ultra, it also increases the distance at which the old lod starts.

 

I'm not sure what's going on here, and I would very much appreciate any help you kind provide.


Edited by mukjin, 03 October 2019 - 04:47 AM.

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#2 sheson

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Posted 03 October 2019 - 06:43 AM

Hi,

 

My generated lod with DyndoLOD doesn't kick in until I get close enough. Otherwise, it uses the normal lod.

 

In the following screenshots, I'm using TFC to move closer to the distant LOD.

I'm using 3d trees with EVT (SSE). You can see the darker, regular billboard trees - the old lod - in this screenshot.

https://imgur.com/g07P1pk

 

 

And when I move close enough, it switches to DynDOLOD's new LOD (with flickering until I bring up console to pause it).

https://imgur.com/b8qIdp7

 

 

I noticed that when I turn the distant object detail (vanilla) presets from low to ultra, it also increases the distance at which the old lod starts.

 

I'm not sure what's going on here, and I would very much appreciate any help you kind provide.

Read DynDOLOD\Docs\DynDOLOD_Manual.html which explains how LOD works in Skyrim and how there are different LOD levels, typically with less detail for the higher levels.

 

Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html which explains to set different tree LOD assets (e.g. 3D tree LOD/full models or billboards) for the different LOD levels when doing trees in object LOD.

 

By setting the usual Static LOD4, Billboard, Billboard for the "tree" mesh rule it  is self explanatory that only the nearest LOD level 4 has 3D tree LOD models, while the further away LOD levels have billboard tree LOD.

 

The different object LOD levels switch instantly without flickering. Flickering happens briefly while the engine attaches new cells and first loads all full models before unloading LOD.

 

 

FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 

 
A: If the tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods. 
 
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. 
 
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. 
 
A: Find better matching billboards for the tree mods or create them. See this video

Edited by sheson, 03 October 2019 - 06:44 AM.

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