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0a4fea9
Fix holes, rework pipe to continuous pipe
Sophialovesmorrowind Feb 20, 2026
d1ae63e
Dont use stale .nif
Sophialovesmorrowind Feb 20, 2026
1590a12
super minor tweak
Sophialovesmorrowind Feb 20, 2026
da93942
Re-Wrap ex_drwv_ruin00.nif
Sophialovesmorrowind Feb 20, 2026
64153a1
Delete Small strip tri-shape and fix missing geometry
Sophialovesmorrowind Feb 20, 2026
2128927
Merge Emerald Windows Into Single Object
Sophialovesmorrowind Feb 20, 2026
ef8bfb8
Remove triangle and merge with pipe, vertex shade the triangles
Sophialovesmorrowind Feb 21, 2026
bb4382f
opps
Sophialovesmorrowind Feb 21, 2026
dfd47aa
Try to remove drawcall
Sophialovesmorrowind Feb 21, 2026
08ad9fb
Missed hole
Sophialovesmorrowind Feb 21, 2026
d6c5578
Fix Wall UV, Do a Half Collison shape as recommended, save that draw …
Sophialovesmorrowind Feb 22, 2026
cc527e3
Whoops okay do this
Sophialovesmorrowind Feb 22, 2026
2231bc9
Minor collision mesh adjustment
Sophialovesmorrowind Feb 22, 2026
254682e
Re-Commit in_common_tower_thatch2.nif
Sophialovesmorrowind Feb 22, 2026
9560f30
re-commit in common tower thatch 1
Sophialovesmorrowind Feb 22, 2026
a2bbae7
Re-commit-in common tower thatch 3
Sophialovesmorrowind Feb 22, 2026
8f99810
re-wrap ex_dwrv_wall10.nif fixing 5 seams
Sophialovesmorrowind Feb 24, 2026
a3643f5
Better scale
Sophialovesmorrowind Feb 24, 2026
9db37fd
Fix UV on mural, wall, stone sidings, trim, crack
Sophialovesmorrowind Feb 24, 2026
672e213
Fix seam for ex_dwrv_wall20.nif
Sophialovesmorrowind Feb 24, 2026
a7b3e19
More uniform uv top
Sophialovesmorrowind Feb 24, 2026
ee4b5a7
Re-wrap wall and trim fixing 4 seams
Sophialovesmorrowind Feb 24, 2026
8c0995d
Fix trim uv and geometry ex_dwrv_wall40
Sophialovesmorrowind Feb 24, 2026
12c8c0f
Re-wrap walls fixing 2 seams
Sophialovesmorrowind Feb 24, 2026
ad4e532
Fix bunch of seams, use texture for crack at top for visual consisten…
Sophialovesmorrowind Feb 24, 2026
f5c4e4f
Re-Commit current git in_common_tower thatch until my Dwemer PR is fi…
Sophialovesmorrowind Feb 28, 2026
a8d922c
Merge branch 'mop-org:master' into Sophie-MOP
Sophialovesmorrowind Feb 28, 2026
3f7ba6b
Fix 3 more seams
Sophialovesmorrowind Feb 28, 2026
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Binary file added 00 Core/meshes/i/in_dwrv_tower_int00.nif
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Binary file modified 00 Core/meshes/x/ex_dwrv_ruin00.nif
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The roof looks good. Maybe reduce the texture scale a bit? Somehow, I missed that this model also has a garbage shape:

Image

Its collision shape isn't split ideally:

Image

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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.

Image

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.

Image

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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Correct

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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

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Somehow, the collision is really messed up in the latest version:

Image

And there are holes in the visual shape:

Image

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Binary file added 00 Core/meshes/x/ex_dwrv_ruin30.nif
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Okay, I've finally found the problematic hole Remiros wrote about. It's in the capital of the 2 pillars:

Image

But only 2 of the 4 pillars have it.

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Binary file added 00 Core/meshes/x/ex_dwrv_ruin50.nif
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You wrongly exported a wall piece here.

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Binary file added 00 Core/meshes/x/ex_dwrv_ruins70.nif
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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 eliminated the seams for good, but the texture flow isn't vertical as in the vanilla version. Also, yours seems to have some unevenness:

Image

Again, don't remove the collision mesh. It isn't simplified as in the previous example, but still, split collision shapes lead to better performance.

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Same thing about collision. It could be split a bit better than it is currently, but that's another thing. Also, looks like you now squeezed the tx_dwrv_wall40.dds horizontally:

Image

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You've removed the seam, but introduced stretching:

Image

Unfortunately, this is full of seams:

Image

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You've dealt with the ugly triangle very good. But UV on the trim has floated a bit. This PR:

Image

Vanilla:

Image

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:

Image

Vanilla:

Image

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Unfortunately, there are more on the end shapes:

Image

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You zoomed in on the wall texture here. This PR:

Image

Vanilla:

Image

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