![]() Any ideas what this might be? What bark texture does dyndolod use on the static 3d with flat trunk? Could this be simply compensated for with reducing lighting when generating dyndolod, or is there a better way to improve it? Edited Septemby godescalcus I see improvement when the alpha is adjusted but there's still a huge difference in how the lighting affects the trees, both stem and branches but especially the stem. LOD without alpha adjustment / Threshold 0.1 LOD models / When the full model kicks in: ![]() So I regenerated with the adjusted alpha and the result was better. I actually generated DynDOLOD without adjusting alpha, and the lod models were too thin. dds, so that they replace DynDOLOD's lod textures. So I took luxor's treeaspenbranchcomp0*.dds, resized them to 512 and used nvdxt to adjust the alpha with 0.1 threshold, and renamed them adding the 'lod' suffix before. I "guessed" since the billboard "checksum" suffix is the same as RAT's, that would mean DynDOLOD would still be recognizing RAT's mesh replacers (which are untouched by luxor) and so, if set to generate 3d trees, it would use your static models provided in the resources for RAT. Manage to go one step further, there's another green aspen mod, luxor's Natural Aspen Trees that requires RAT to be installed and recolors it.
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