- Jun 25, 2015
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neomonkeus authored
Add zero option to ExtraVectorsFlags to allow blender plugin to set the
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- Jun 24, 2015
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Ghost authored
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- May 23, 2015
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Ghost authored
value during export.
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- Nov 26, 2014
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neomonkeus authored
bhkBreakableConstraint update
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ttl269 authored
1. Added PrismaticConstraint to list of available constraints in SubConstraint 2. Previously added enum "ConstraintType" renamed to "hkConstraintType"
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ttl269 authored
Added structure of bhkBreakableConstraint. It seems that it is (and also bhkMalleableConstraint) some kind of "parent descriptor" for behavior for their "children" constraint which must be inserted within it. This inserted constraint in named "Sub Constraint", its type is determined by "Constraint Type" integer value. After this integer there is inserted complete constraint - one of allowed "common" constraints. And then there are inserted parameters specific for parent constrains (for example breakable one has "Threshold" and "Remove if Broken"). From vanilla nifs it seems that this "Sub Constraint" has always set its "Num Entities" to 2 but also both references to "Entities" are set to None. I think that this is probably because the relation between two rigid bodies this constraint is affecting is determined earlier - in "Entities" of parent constraint (bhkBreakableConstraint or bhkMalleableConstraint) and therefore it is not necessary (or it is forbidden?) to set references to entities also in "Sub Constraint".
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neomonkeus authored
bhkRagdollTemplate support
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ttl269 authored
Added support for bhkRagdollTemplate block based on two .rdt files (.rdt file is a .nif file) located in Fallout3 directory "meshes/ragdollconstraint". It seems that game uses only file "Default.rdt". Second file "stiff.rdt" is unused and suspicious because in NiHeader it has User Version 2 set to 16 instead of 34 as all Fallout3 files (and also Default.rdt) have. Can anybody check Fallout New Vegas files if there are present any .rdt files? It would be good to have more than 2 files for decoding. Or exists other games with these files?
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neomonkeus authored
NiSkinPartition unknowns removed
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neomonkeus authored
havok Materials and Layers update
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- Nov 25, 2014
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ttl269 authored
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ttl269 authored
Corrected order of materials in list of Skyrim materials to be sorted ascending.
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ttl269 authored
1. Added havok material definitions for Fallout 3. Only basic 31 materials defined. Function of other bits included in description. 2. Removed game prefix from havok material definitions. 3. Added havok layer definitions for Fallout 3. Conflicts: nif.xml
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- Jul 07, 2014
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neomonkeus authored
Fallout3 Shader Properties update
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- Jul 06, 2014
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ttl269 authored
Reverted names of two Unknowns in BSShaderPPLightingProperty to "Unknown Float 4" and "Unknown Float 5". Also renamed "Envmap Scale" in BSShaderProperty to "Environment Map Scale" and added its description of funtionality - it is same as "Environment Map Scale" in BSLightingShaderProperty - controls the intesity of the environment map.
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- Jul 05, 2014
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ttl269 authored
Updated BSShaderProperty, BSShaderLightingProperty, BSShaderNoLightingProperty, BSShaderPPLightingProperty and SkyShaderProperty blocks for Fallout3. Added BSShaderFlags2 and their meanings.
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- Jul 04, 2014
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neomonkeus authored
Change `Unknown Float 2` to `Refraction Strength`
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- Jun 30, 2014
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jonwd7 authored
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- Apr 27, 2014
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neomonkeus authored
Num UV Sets split
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- Apr 25, 2014
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ttl269 authored
Removed conditioned unknowns at end of NiSkinPartition block.
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- Apr 24, 2014
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neomonkeus authored
added billboard mode BS_ROTATE_ABOUT_UP
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- Apr 23, 2014
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ttl269 authored
Added billboard mode called "BS_ROTATE_ABOUT_UP" - it has value 5. It is used in Skyrim and Fallout 3 nifs. Also works in Oblivion.
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- Apr 20, 2014
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ttl269 authored
Changed type of ExtraVectorFlags from `bitflags` to `enum`.
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- Apr 10, 2014
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ttl269 authored
Changed definition of "Num UV Sets" (for >= 10.0.1.0 only) and get rid of "BS Num UV Sets". "Num UV Sets" defined as byte containing number of UV texture sets. Added definition of "Extra Vectors Flags" stored in byte. Only known function of that flags by that time is 4th bit representing flag for Tangents/Bitangents arrays - this is defined in bitflags type "ExtraVectorsFlags". As there is no certainity that number of UV Sets can be stored in all 8 bits, I have left AND function on line 2731 where "arr1" is getting a number of UV Sets only from lower 6 bits (i.e. max number of UV Sets is 63). There is a note about that on line 2725 (although it is for old version 4.0.0.2).
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- Mar 31, 2014
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neomonkeus authored
Fix/skyrim material removal
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- Mar 22, 2014
- Mar 04, 2014
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neomonkeus authored
Release/0.7.1.0
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neomonkeus authored
fix for HalfSpaceBV compound
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- Feb 12, 2014
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ttl269 authored
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- Feb 11, 2014
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ttl269 authored
Added one unknown float to the end of "HalfSpaceBV" compound as it seems that it has four unknown bytes after "Center". Problem reported at niftools forum http://niftools.sourceforge.net/forum/viewtopic.php?p=28704#p28704
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- Jan 09, 2014
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neomonkeus authored
Feature/rocksmith support
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neomonkeus authored
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- Jan 08, 2014
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neomonkeus authored
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- Nov 16, 2013
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ttl269 authored
Tested with several Skyrim vanilla nifs containing effects and it looks ok. Also got load errors when using "!=0" syntax, so agree to use old syntax.
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- Nov 12, 2013
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Skyfox69 authored
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- Nov 10, 2013