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  1. May 31, 2017
    • jonwd7's avatar
      FO4/SSE changes · 6a5c8665
      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.
      6a5c8665
    • jonwd7's avatar
      FO3 shader property unknowns · b941cffc
      jonwd7 authored
      b941cffc
    • jonwd7's avatar
      Rename SphereBV to NiBound · dc6fb43d
      jonwd7 authored
      Renamed to NiBound to reflect the actual Gamebryo type.
      dc6fb43d
    • jonwd7's avatar
      FO3 enum expansion · af444074
      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.
      af444074
  2. May 30, 2017
    • jonwd7's avatar
      Merge pull request #46 from ttl269/feature/NiTimeController-update · 968e1422
      jonwd7 authored
      NiTimeController, BSBehaviorGraphExtraData update
      968e1422
    • jonwd7's avatar
      Merge pull request #59 from jonwd7/fix/num-uv-sets · d09439f5
      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 
      d09439f5
    • jonwd7's avatar
      Version increment · 1625b41f
      jonwd7 authored
      1625b41f
    • jonwd7's avatar
      Remove old vector flags enum · bf0247c1
      jonwd7 authored
      bf0247c1
    • jonwd7's avatar
      Num UV Sets fix · 49b50b78
      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.
      49b50b78
  3. May 28, 2017
  4. May 27, 2017
    • Mad's avatar
      motor_types re-refixed · 0cf4e9f4
      Mad authored
      Added motor descriptor to Prismatic constraint.
      0cf4e9f4
    • Mad's avatar
      Motor_types refixed · 14ef06db
      Mad authored
      14ef06db
    • Mad's avatar
      Motor explanations · d02891cf
      Mad authored
      Added motor variable explanations, added default values and removed the white spaces.
      d02891cf
    • Mad's avatar
      Motor types · 6d6e28d1
      Mad authored
      Added motor type selector for Ragdoll and Limited Hinge constraint.
      6d6e28d1
  5. May 08, 2017
  6. Apr 12, 2016
    • jonwd7's avatar
      Removal of nifskopetype · 826f67c9
      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.
      826f67c9
    • neomonkeus's avatar
      Merge pull request #53 from jonwd7/task/fo4 · a058891f
      neomonkeus authored
      FO4 Support
      a058891f
  7. Apr 11, 2016
    • jonwd7's avatar
      [FO4] New shader flags · 3088914c
      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.
      3088914c
  8. Apr 10, 2016
    • jonwd7's avatar
      [FO4] Additional name changes · beceea2f
      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.
      beceea2f
  9. Apr 08, 2016
  10. Apr 05, 2016
  11. Apr 02, 2016
    • jonwd7's avatar
      [FO4] Removal of optimized BSVertexData variants · dab2fea0
      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.
      dab2fea0
  12. Mar 29, 2016
    • jonwd7's avatar
      [FO4] Vertex Format Overhaul · 1030e8e7
      jonwd7 authored
      Combined VF6 and VF7, created <bitflags> after rigorous testing.
      Rigorous catch-all compound instead of the mess before.  Removed edge
      case compounds as they are no longer needed.   Left optimized compounds
      for NifSkope speed issues.
      1030e8e7
    • jonwd7's avatar
      [FO4] Parsing fixes · 478e4582
      jonwd7 authored
      478e4582
  13. Jan 28, 2016
    • jonwd7's avatar
      [FO4] Missing template attribute (PyFFI fix) · d69e4649
      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.
      d69e4649
  14. Dec 21, 2015
  15. Dec 17, 2015
  16. Dec 15, 2015
  17. Dec 14, 2015
    • jonwd7's avatar
      [FO4] Improved Vertex Format support · aec814a5
      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.
      aec814a5
  18. Dec 10, 2015
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