Oblivion black lod Buildings

Post » Fri Jun 26, 2015 6:20 pm

?Running OBGE 3.1 (in iieu of the ENBoost & OR go-ahead), RAEVWD SI and "Landscape retexture - Shivering Isles."

With the objects in the frustrum "centre" they shade black, but move the camera to slightly off-center and they flick back to as-expected. The effect appears more noticeable in SI, albeit I feel the problem lies somewhere in OBGE.

Anyone has, (or had) the same?

Spoiler

[DepthBuffer]

bUseDepthBuffer=1

bUseRAWZfix=1

[Effects]

bUseEffectList=1

sEffectDirectory=data\shaders\

sEffectListFile=data\shaders\shaderlist.txt

bUseLegacyCompiler=0

bCompileSources=1

bOptimize=1

bFreezeTweaks=1

bRenderHalfScreen=0

bPurgeOnNewGame=0

bNoShadersInMenus=0

bTailEffects=0

[ScreenBuffers]

iBufferTexturesNumBits=0

iBufferRawZDepthNumBits=0

iReflectionMapSize=0.5

iWaterHeightMapSize=0

iWaterDisplacementMapSize=0

iAutoGenerateMipMaps=2

iBufferZDepthNumBits=0

[General]

bEnabled=1

bEnabledLOD=0

bEnableLOD=0

[LOD]

iFarNearTiles=5

iFarFarTiles=7

iFarInfTiles=11

[Meshes]

bPurgeOnNewGame=1

[Serialization]

bSaveData=http://forums.bethsoft.com/topic/1524228-oblivion-black-lod-buildings/1

bLoadData=http://forums.bethsoft.com/topic/1524228-oblivion-black-lod-buildings/1

[PluginInterOp]

bEnableInterOp=0

[Shaders]

bUseShaderOverride=1

bUseLegacyCompiler=0

bSaveShaderOverride=1

bCompileSources=1

bRuntimeSources=1

bOptimize=1

bMaximumSM=1

bUpgradeSM1X=0

sShaderOverrideDirectory=data\shaders\override\

[Textures]

bPurgeOnNewGame=0

bSamplerDeGamma=0

bSamplerReGamma=0

iSamplerAnisotropy=0

fSamplerLODBias=0

Spoiler
[04:51] LOD Generator: Replacing SETest [WRLD:00011100]
[04:52] LOD Generator: Replacing SETheFringe "The Fringe" [WRLD:00011F7B]
[04:52] LOD Generator: Replacing SETheFringeOrdered "The Fringe" [WRLD:00011F7C]
[04:52] LOD Generator: Replacing SENSBliss "Bliss" [WRLD:00011F7D]
[04:52] LOD Generator: Replacing SENSCrucible "Crucible" [WRLD:00011F7E]
[04:53] LOD Generator: Replacing SENSPalace "Palace Grounds" [WRLD:000122E5]
[04:53] LOD Generator: Replacing SETestGrant "Grant's SE test World" [WRLD:0001329F]
[04:53] LOD Generator: Replacing SEVitharnWorld "Vitharn Bailey" [WRLD:00014D44]
[05:01] LOD Generator: Replacing SEManiaGarden "Mania Garden" [WRLD:0004FE12]
[05:01] LOD Generator: Replacing SEDementiaGarden "Dementia Garden" [WRLD:0004FE13]
[05:01] LOD Generator: Replacing SETestCylarne "Cylarne Test Exterior" [WRLD:00061D1F]
[05:01] LOD Generator: Replacing SETestIsland "SETestIsland" [WRLD:00078C22]

Edit: It may, or may not be related to a recurrence of the old LW Dungeon Flashing Light Bug for LODs in dungeons.

User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Fri Jun 26, 2015 4:24 pm

Do you use http://www.nexusmods.com/oblivion/mods/15781/??

If yes, remember: you don't need to run Tes4LodGen with HDR (it's useless), you need to play the game with HDR.

User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am


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