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Graphics Modding


throttlekitty

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ShowScenegraph is one of many commands that are stubbed out and have empty handlers. Complete list of stubbed commands:

 

 

console:

 

ToggleSafeZone

ToggleCollisionGeometry

ToggleMaterialGeometry

ToggleStairsGeometry

ToggleDebugText

TogglePrimitives

ShowScenegraph

ShowScenegraph <- in there twice because of sfsg, didn't dump short names

ShowAnim

ToggleNavMesh

TogglePathLine

SetLightingPasses

ToggleGrassUpdate

CalcPathToPoint

SetImageSpaceGlow

BetaComment

GameComment

ToggleFullHelp

CreateGrassAt

PrintAiList

HairTint

TestAllCells

TestSeenData

TestLocalMap

ShowRenderPasses

SetMemCheckPoint

GetMemCheckPoint

IncMemCheckPoint

OutputAllocations

AddWatchAddress

RemoveWatchAddress

SetTargetRefractionFire

VisualRefPosition

ShowPivot

ToggleHDRDebug

SetDebugText

RunMemoryPass

ShowWhoDetectsPlayer

BeginTrace

OutputLocalMapPictures

SetHudGlowConstants

SendSherlockDebugText

ToggleFullScreenMotionBlur

TogglePathingInfoFunction

ToggleDebugDecal

ToggleMultiboundCheck

ToggleBoundVisGeom

IgnoreRenderPass

ToggleActorMover

DrawSkeleton

ForceFileCache

ToggleSPURenderBatch

ToggleSPUTransformUpdate

ToggleSPUCulling

ForceRSXCrash

EvalActorTextures

CreateSaveData

CreateGameData

ToggleHeapTracking

TogglePoolTracking

InstallMemoryTracker

UninstallMemoryTracker

CheckMemory

SetStackDepth

StartAIControlledRobotTest

TestHandleManagerWarnAndKillSDM

ToggleEventLog

ExportPerfTrackingData

ToggleGUIOverlay

ModifyGUIOverlay

SetActionComplete

ClearConsole

ToggleMarkers

KillAllProjectiles

CellInfo

Textures

Timing

Polygons

Actors

Quest

Particles

Memory

ShowNodes

SaveDebugTextPages

OutputFixedStringTable

ToggleAudioOverlay

TogglePapyrusLog

ToggleContextOverlay

ForceOutOfMemory

SetWarning

TestFadeNodes

SetSubgraphToDebug

HavokVDBCapture

IsInvulnerable

ExportInventoryItemInfo

CollisionMesh

ToggleWaterCurrentGeometry

StartTrackPlayerDoors

StopTrackPlayerDoors

CheckPlayerDoors

ToggleSPUMovement

 

script:

 

SkipAnim

IgnoreCrime

ShowClassMenu

GetIsClassDefault

GetClassDefaultMatch

TrapUpdate

EnableLinkedPathPoints

DisableLinkedPathPoints

ShowViewerStrings

StartMasterFileSeekData

DumpMasterFileSeekData

ShowRepairMenu

TriggerHUDShudder

GetBroadcastState

GetPlayerName

PipBoyRadioOff

AutoDisplayObjectives

ForceRadioStationUpdate

DisableAllMines

 

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Little nif.xml update here. I'm far from done, but everything in the characters folder loads at least. Textures won't show on the models yet, I haven't investigated what needs to be changed for that.

 

BSLightingshaderProperty is very messy, but filled with wonder.

I found a special daedric armor mesh: "daedricarmorfx.nif" with a "BSLagBoneController", sounds very intersting. Anyone encounter this thing in-game yet? I'm curious what it does. It's a small node (in this file at least), I should have that updated soon.

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I'm wearing daedric....

 

Lag bone controller... nope. I guess looking at it it has to do with some sort of black smoke fx.. it's attached to the head, but I haven't seen any smoke fx. Maybe it's to do with dremora...which I haven't scene yet... :psyduck:

 

anyway... awesome. I can get to modding semi properly now :biggrin:

Edited by Ghogiel
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!

A) Sexy.

B) They also use the Lag bone.

 

The fire trail behind her is what's being done. The actual model looks a bit like a flat caterpillar, fairly short, with a bunch of cards for the flame spurts. These cards stretch out and follow behind character movement. Aside from the controller, the mesh is just weighted to the designated bones per usual.

Edited by throttlekitty
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I was looking at the normal maps for skyrim last night, It looks like they have moved from tangent space to object space normals for skyrim. As I understand it's much faster to render object space normals, with a decrease in quality when the mesh is deformed, and a decrease in compressibility (the cause of blocky lighting on faces)

 

I have managed to convert skyrims normal maps to tangent space (oblivion format) and back for easier editing. The conversion requires the mesh in OBJ format, exported from the nif (thanks throttlekitty for the updated xml!), and any part of the nif that isn't UV mapped to the texture has to be removed (I.E a separate texture) or the conversion will crash out. This can be done with xNormal

 

I have also taken notes of the X,Y,Z channels in the normal maps and where they need to be changed for conversion in xNormal or for use in blender (and back to the game), because the game also seems to use channels differently

 

I can post my notes after work later if anyone wants them. Should be useful for making better high poly snow texture normals and such!

 

Also: the engline seems to have no problems loading 4k x 4k textures.. the potential for increase in texture quality is huge (and also the increase in VRAM)

Edited by NeoG
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I was looking at the normal maps for skyrim last night, It looks like they have moved from tangent space to object space normals for skyrim. As I understand it's much faster to render object space normals, with a decrease in quality when the mesh is deformed, and a decrease in compressibility (the cause of blocky lighting on faces)

 

I have managed to convert skyrims normal maps to tangent space (oblivion format) and back for easier editing. The conversion requires the mesh in OBJ format, exported from the nif (thanks throttlekitty for the updated xml!), and any part of the nif that isn't UV mapped to the texture has to be removed (I.E a separate texture) or the conversion will crash out. This can be done with xNormal

 

Nspace is a little tool that does the exact same thing.

 

have also taken notes of the X,Y,Z channels in the normal maps and where they need to be changed for conversion in xNormal or for use in blender (and back to the game), because the game also seems to use channels differently

I assume it's still max normal map orientation. which I am pretty sure is +x -y +z

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