Integrate Kynesifnar's Fixed Bonelord Arms, with Corrected UVs#76
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BethOfDeath wants to merge 2 commits intomop-org:masterfrom
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Integrate Kynesifnar's Fixed Bonelord Arms, with Corrected UVs#76BethOfDeath wants to merge 2 commits intomop-org:masterfrom
BethOfDeath wants to merge 2 commits intomop-org:masterfrom
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- Changed texture filenames to lose capitalization and change file extension to dds, just to make everything display correctly in Nifskope. I doubt, and have been told it doesn't, that the engine takes any significant amount of time seeking alternative filenames if the original isn't an immediate hit. - Removed node 1 (NiVertexColorProperty) as it was set to default values - Removed daggers from shadowmesh, as they do not match the actually-shipped visual mesh. - Fixed a few UV islands. I could not do so for all, as the bone armor bit of the robe is pretty distinctive(ly messed up) and memorable( in its not looking quite right). - Fixed seams along sides of robe, and a disconnected UV verts. - Stitched together the hood -- UV faces were disconnected, and outright flipped in some cases. - Right upper forearm bones were still not _quite_ in the right place relative to the hand. Moving them a little to resemble other three more correctly created a gap between the forearms and wrist, so this was reverted. Further fixing by someone who knows how to fix that properly is needed. - Weighted normals on everything. - Corrected humeruses to actually use the humerus texture. - Vanilla: 243867 bytes, Kynesifnar's tweaked arms version 243563 bytes; new: 221665 (-9%)
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This is based off of #47.
XBoneLord.nif:
⚠ Right upper forearm bones were still not quite in the right place relative to the hand. Moving them a little to resemble other three more correctly created a gap between the forearms and wrist, so this was reverted. Further fixing by someone who knows how to correct the animation is desirable.