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I did this as well. I had to re-wrap half the mesh for it though
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Nice, we are going somewhere.
Now, this may come from my striving to reduce the draw call count aggressively. The leftover shape using this texture is so small that it might be imperceptible if it were changed to use a different texture, so it could be merged into another, larger shape, eliminating a draw call. I'd even argue that it would be better to follow the consistency with the rest of the model, where all the places where damage occurred use tx_dwrv_wall60.dds.
Regarding collision shapes, ideally, the collision shapes would be split to have smaller collision radii. That speeds up collision detection for the physics engine. OpenMW's Bullet3 and many other physics engines have a broad phase and narrow phase collision detection. During the broad phase, the checks are made only using fast tests against bounding spheres to see if there is a possibility of 2 objects colliding. Only then, during the narrow phase, are much more expensive triangle intersection tests performed. The vanilla engine's collision detection might be a bit more rudimentary here. So, with this in mind, the part that I circled in the first picture of my previous comment would be better if merged into the shape in the second picture. That wouldn't increase the bounding radius a lot. The way it's split now means there are 2 shapes with quite large collision radii. As I don't have much experience with Blender myself, I can't give much more pointers, but you may search some discussions in the #mop channel on the topic. I've seen there was also a way to make Blender draw these bounding radii.
As depicted, the collision radius is quite large for the shape in the first picture, and much smaller in the second picture (unfortunately, I don't have the same angle and zoom on these two images). We may conclude that the "ideal" collision shape would gravitate towards a cube.
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Okay so basically your saying you want the opposite of what i did. and basically split the coffin looking object in half vertically?
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Okay I implemented these changes as well as fixed a wall uv that i didn't see originally.
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I did try the wall thing but it made it look like a replacer imo
…cy with other pieces
…nished since i fucked my branch up
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You wrongly exported a wall piece here.
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You removed the collision shape here. Please don't remove it; it's beneficial to have a simplified collision shape.
The UV work here is a great improvement!
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You've dealt with the ugly triangle very good. But UV on the trim has floated a bit. This PR:
Vanilla:
Also, can you revert your changes on the other side of the trim? The texture didn't reach full height due to a damaged section of the wall, while you squeezed the whole width of the texture there, where it really shouldn't be that way.
This PR:
Vanilla:











Closes #86
ex dwvr_wall10.nif
ex_dwvr_wall20.nif
ex_dwvr_wall30.nif
ex_dwrv_wall40.nif
ex_dwrv_wall50.nif
ex_dwtv_wall60.nif
used unique texture on top to simulate cracked effects on top. (Hemaris says concerete and bricks break in real life like this so they shouldn't be seen as abnormal for a seam and this provides visual consistency with entire set.
fix double wall seam on both sides and trim
uses single seam because its geometrically impossible not too but places it in a less noticable location.
ew_dwrv_ruins 70
re-wrap entire mesh fixing uv issues and scale on almost every piece of the mesh fixing numerous seams.
minor vertex paint to hide seams where shadows would be in connecting broken wall pieces
assign mural parts to the rock wall parts for consistency with the original design and accidently assigned materials.
Closes #57
in_dwrv_tower_int00.nif
Reworks all 4 pipes to be single continuous object.
Fixes a few geometrical holes in the mesh near pipes.
Fixes Floor UVs to not have half-rivets clipping into walls
Fixes some blurry uvs on stone ledge thing.
Closes #58
ex_drwv_ruins00.nif
Rewrapped the top uvs and try to slide texture to have as little black as possible to more closely match original re-wrap.
Remove/merged super minor trishape that seemed unecessary and looks visually the same anyway.
Minor Vertex paint to blend/hide seam
mark seam in better place so large wall unwraps without a visual seam.
make more cubed collision shape with 2 objects.
ex_drwv_ruins50.nif
ex_drwv_ruins30.nif