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aerisarn
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[Tools Development] NifSkope Debug/Requests

Hello,

as i'm messing with the nifskope sourcecode, I accept bug fixing and developments request. This build has batch processing capabilities courtesy of tschilkroete. 

By now i'm focused on 

1) Some quick spells to check nif models for errors and improving general stability

2) Adding hkx editing capabilities to add new custom behaviors

repo: https://github.com/aerisarn/nifskope

Edited by: aerisarn on 01/18/2016 - 02:12
Sjors Boomschors
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When working with Oblivion

When working with Oblivion files in Nifskope I can see the collision mesh shape in red, but when working with Skyrim files in Nifskope I can not see the collision shape at all.

aerisarn
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That is probably because the

That is probably because the collision meshes in skyrim models are scaled by a constant "havok factor" which is different from the Oblivion one; it is a bigger divisor for vectors and normals, so the collision mesh it's inside the model itself. That is why, when you set the convex using the havok spell in nifskope, the collision mesh is displayed correctly but on the CK it's way bigger than the object itself. 

Eloth found new correct values for Skyrim, so probably i'm gonna fix visualization and exporting real soon, after some tests

Machine
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Here's my feature request. As

Here's my feature request.

As Sjor stated, all collision types should be visible. I still think MoppTreeShape isn't showing up at all, although nifskope seems to be able to read it. It can still show other collision types I believe.

Make particles be viewable if possible, as well as any animated textures. Which brings me to the next idea.

Maybe you could change the system in which playback feature shows animations/particles/texture animation.

Unless you have a named animation, you can't select which of those to use for the playback feature. Sometimes, it seems to pick only one random one. It would be nice if nifskope could detect all keyframed parts of the mesh whether it's animations, particles, or texture animation and you could use the playback feature on any one of them.

aerisarn
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Here a screenshot of the new

Here a screenshot of the new NifSkope UI, but there's no logic still so i'm nowhere near a release. But i'd like feedback

BTW, there's an hidden scaling factor on Havok Engine for Collision meshes, actually the are supported in nifskope but the factor has changed and they are smaller and get inside the model, you could try it by deleting the model node in NifSkope and look at the tiny mesh.

That factor is also used in exporting, that's why when adding collision meshes in the CK the collision are enormous. Anyway in the next release, will be fixed

@eloth: is this correct?

eloth
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the collision should be the

the collision should be the same as the bottle in size

aerisarn
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I think not for this model.

I think not for this model. the scaling costant is 69.9, it's the ratio used by Skyrim for the collision meshes scaling. I need more samples from more games

aerisarn
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Back! If there's nothing more

Back! If there's nothing more important I'll try to resume this work.

aerisarn
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Updated!. Alpha 2 contains

Updated!. Alpha 2 contains proper World scaling constants for Skyrim. Sadly, bhkCompressedMeshShape visualization is not handled into glnode, so I have to write the visualization from scratch. Do you think it's worth it or not? Let me know!

aerisarn
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Updated! Alpha 3 adds

Updated! Alpha 3 adds experimental bhkCompressedMeshShape visualization support. Please test this with as much models you can, as I personally tested on a single nif.

Nico coiN
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Tested when fixing meshes for

Tested when fixing meshes for USKP and works like a charm. This is just my opinion but the collision rigging visualization can make some operations uncomfortable (specific vertices identification for example). Could it be toggled by an option/key ?

aerisarn
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Sorry, still have to bound

Sorry, still have to bound visualization to gui control. It will be done by next week

Nico coiN
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No matter. It's good to see

No matter. It's good to see someone still actively working on this wonderful tool. Many thanks. 

aerisarn
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I wasn't sure, but I checked

I wasn't sure, but I checked today: if you disable havok rendering, you can disable mesh visualization

aerisarn
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Updated! Alpha 4 contains

Updated! Alpha 4 contains experimental Texture Tiling support

smokex
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Where's your source code? :)

Where's your source code? :)

aerisarn
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Sorry, lost it a long time

Sorry, lost it a long time ago, which caused me a great deal of pain because I never uploaded it on github (shame on me, I know). I saw Nifskope development has progressed, I think they implemented all my quick & dirty hacks by now?

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new nifskope is nearly

new nifskope is nearly perfect, it mimics skyrim shaders very closely, I guess the only things we could ask for would be the fix of the alpha threshold bug.
and some sort of warning for obvious errors such as 
"this model is rigged but you've not assigned "skinned" flag in BSshader"

skv1991
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Links not working for me :(

Links not working for me :(

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There is a new 2.0 alpha

There is a new 2.0 alpha version available https://github.com/jonwd7/nifskope/releases

alysander
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Where can i locate zip with

Where can i locate zip with old (1.1.3) version of NifSkope?
Not installer (both versions arent working together, 2.0 beats other) just archive with installed program.
I need it's functions to extract OBJ.

aerisarn
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Bump! Workinga again, this

Bump! Working again, this time with a repo

aerisarn
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Bump! Working again, this

Bump! Working again, this time with a repo