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  1. Jun 25, 2015
  2. Jun 24, 2015
  3. May 23, 2015
  4. Nov 26, 2014
    • neomonkeus's avatar
      Merge pull request #36 from ttl269/bhkBreakableConstraint-update · cca0765f
      neomonkeus authored
      bhkBreakableConstraint update
      cca0765f
    • ttl269's avatar
      added PrismaticConstraint to SubConstraints · 87b8f9e9
      ttl269 authored
      1. Added PrismaticConstraint to list of available constraints in SubConstraint
      2. Previously added enum "ConstraintType" renamed to "hkConstraintType"
      87b8f9e9
    • ttl269's avatar
      bhkBreakableConstraint update · b9d01090
      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".
      b9d01090
    • neomonkeus's avatar
      Merge pull request #22 from ttl269/feature/bhkRagdollTemplate-support · fdc87c46
      neomonkeus authored
      bhkRagdollTemplate support
      fdc87c46
    • ttl269's avatar
      added support for bhkRagdollTemplate (.rdt files) · d31e19bc
      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?
      d31e19bc
    • neomonkeus's avatar
      Merge pull request #24 from ttl269/feature/NiSkinPartition-modify · c16c7660
      neomonkeus authored
      NiSkinPartition unknowns removed
      c16c7660
    • neomonkeus's avatar
      Merge pull request #26 from ttl269/feature/havok-Material-and-Layer-update · c6e58de6
      neomonkeus authored
      havok Materials and Layers update
      c6e58de6
  5. Nov 25, 2014
  6. Jul 07, 2014
  7. Jul 06, 2014
    • ttl269's avatar
      Reverted names of Unknowns · e70a70ca
      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.
      e70a70ca
  8. Jul 05, 2014
    • ttl269's avatar
      Fallout3 Shader Properties update · 0b74bba8
      ttl269 authored
      Updated BSShaderProperty, BSShaderLightingProperty, BSShaderNoLightingProperty, BSShaderPPLightingProperty and SkyShaderProperty blocks for Fallout3. Added BSShaderFlags2 and their meanings.
      0b74bba8
  9. Jul 04, 2014
  10. Jun 30, 2014
  11. Apr 27, 2014
  12. Apr 25, 2014
  13. Apr 24, 2014
  14. Apr 23, 2014
  15. Apr 20, 2014
  16. Apr 10, 2014
    • ttl269's avatar
      Modify of Num UV Sets · bbd0d5e2
      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).
      bbd0d5e2
  17. Mar 31, 2014
  18. Mar 22, 2014
  19. Mar 04, 2014
  20. Feb 12, 2014
  21. Feb 11, 2014
  22. Jan 09, 2014
  23. Jan 08, 2014
  24. Nov 16, 2013
  25. Nov 12, 2013
  26. Nov 10, 2013
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