- May 31, 2017
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jonwd7 authored
Split BSVertexData into two versions, one for FO4 and one for SSE. This uncomplicates some of the conditions and lowers the row count for each vertex compound so will be faster to parse. Also some misc name/type changes for FO4 blocks.
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jonwd7 authored
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jonwd7 authored
Renamed to NiBound to reflect the actual Gamebryo type.
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jonwd7 authored
This repeats the previous 32 materials but with `_PLATFORM` and `_STAIRS` to reflect the bit 5 and 6 comments in the description. This makes them user selectable whereas before there was no way to set these materials.
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- May 30, 2017
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jonwd7 authored
NiTimeController, BSBehaviorGraphExtraData update
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jonwd7 authored
Num UV Sets fix. Merging as I have used this for months in NifSkope without issue. Handling it as one ushort instead of two bytes is the only correct way due to endianness issues. Addresses all regressions with Bethesda NIFs as well as maintaining non-Bethesda NIF support. Closes #51
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jonwd7 authored
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jonwd7 authored
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jonwd7 authored
This is a redo of #51 since I did not seem to have permission to rebase the PR. These changes work for all games and fix all FO3 UV Sets regressions. The only downside is for UV Sets > 1 in non-Bethesda games the UV Sets count now becomes a combination of flags. UV_1 + UV_2 = 3 UV Sets, and UV_1 + UV_4 = 5 UV Sets and so on. This was the only way to treat the field as a single ushort which is necessary for endianness changes when reading the field 16 bytes at once because the value is read/written 16 bytes at once and uses bitmasking to retrieve the UV count.
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- May 28, 2017
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jonwd7 authored
Motor types decoding from https://github.com/jonwd7/0x6e6966746f6f6c73/blob/0532cd7bdffc10b578c8b8e841a0f6206c62d6ab/nif/bhk.bt#L367
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jonwd7 authored
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jonwd7 authored
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- May 27, 2017
- May 08, 2017
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neomonkeus authored
SSE Support
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jonwd7 authored
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jonwd7 authored
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jonwd7 authored
Support for SSE. The BSVertexData had to be moved up for the SkinPartition. The changes have been tested on all SSE files and used for the past several months with no issue. There are no known FO4 regressions. A new token for division in expressions was introduced, `#DIV#`, as "/" is used in some XML attributes already and also causes parsing issues with NifSkope which already uses that token for things at runtime. The BSSegment PR from ttl269 has also been included in this as it is a valid change and required for SSE.
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neomonkeus authored
Removal of nifskopetype
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jonwd7 authored
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- Apr 12, 2016
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jonwd7 authored
In <basic> and <compound> the nifskopetype attribute was used as an alias system to remap types to internal types. NifSkope now handles the remapping internally. One single downside to this is that new basic/compound cannot be remapped to an internal type via XML alone, it must be added to NifSkope. However, if this proves to ever be an issue, NifSkope can house another file in the installation where the remapping can be done. Additionally, nifskopetype was used in some <add> rows to denote that the data was a binary blob. I have instead replaced this with a more generic `binary="1"`. This is also more informative as generally these rows are actually embedded files. Lastly I removed a lot of custom "ns" compounds which NifSkope no longer seems to use. It would seem these compounds were even pre-nifskopetype attribute.
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neomonkeus authored
FO4 Support
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- Apr 11, 2016
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jonwd7 authored
There were 16 changed shader flags between game versions. This creates a new set of enums for FO4 so that the proper descriptions can be shown for the bits. Also, the original vercond for Shader Flags 1/2 was unnecessary. The Skyrim NIFs that are User Version == 11 are actually structured like FO3 NIFs and use different shader blocks. So changing the condition like I did is a sound change, and I've already scanned all vanilla Skyrim NIFs.
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- Apr 10, 2016
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jonwd7 authored
Also changed inheritance for bhkNPCollisionObject because the Flags are different now. Also bhk*System aren't actually extra data so I changed the inheritance there. Names were again changed to mimic what they are called in the engine. Some previously unknowns were clarified as well.
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- Apr 08, 2016
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jonwd7 authored
Changed to match the names found in the engine.
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- Apr 05, 2016
- Apr 02, 2016
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jonwd7 authored
After changes to NifSkope parsing there is no longer a huge benefit to bypassing all the cond="" / ARG checking on the BSVertexData. The other programs did not have this issue, so the variants can be removed.
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- Mar 29, 2016
- Jan 28, 2016
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jonwd7 authored
PyFFI does not like missing template attributes for Ref/Ptr despite the documentation saying the attribute is optional. Validation for "Skin" on BSTriShape is set only to NiObject for the time being. Setting it to BSSkin::Instance would require moving around the blocks.
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- Dec 21, 2015
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jonwd7 authored
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- Dec 17, 2015
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jonwd7 authored
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- Dec 15, 2015
- Dec 14, 2015
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jonwd7 authored
Supports several edge cases at the cost of being more complicated since the XML is not set up to allow testing of multiple flags in compounds. Now loads SCOL with crashing NifSkope and without any errors. The PreCombined folder now at least opens but with errors as BSPackedCombinedSharedGeomDataExtra is not decoded. Much wider support of meshes overall, without any NaN issues stemming from misassignment of half float types.
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- Dec 10, 2015