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ex_dwrv_bridge00 and _bridge10:

  • Simplified collision meshes -- and corrected some bad geometry in the process. -- _bridge00 collision was 898 tris in 22 pieces, now 382 in 17 pieces. -- _bridge10 collision was 407 tris in 8 pieces, now 183 in 8.

  • Matched up normals on ends of rails to get rid of lighting seams. Smoothed over overly-sharp edges on pipe rails.

  • Added edge loop to centerlines of floor, side stone (wall40) and underside stone (wall10), and manually corrected resulting triangulation to the best results I could obtain in-game, so vertex lighting would hopefully works properly in Arkngthand's Hall of Centrifuge immediately up entering. That problem turned out to be an 8-light-limit issue instead, but this still mitigates a vertex-lighting problem.

  • Adjusted UVs on rustypipe10 texture to reduce the (very slight) distortion and so the texel density matches rustypipe00 better.

  • Corrected misalignment of wall40 and wall20 textures and matched the latter's texel density to the latter, to improve intented effect.
    -- Minor topology cleanup.

  • Created LODs.
    -- LOD1: _bridge00 reduced from 10 drawcalls to 7, _bridge10 from 8 to 5.
    -- LOD2: _bridge00 reduced to 4 calls 996 tris, _bridge10 to 3 calls 440 tris
    -- LOD3: _bridge10 reduced to 1 call 52 tris.

  • ex_dwrv_bridge00.nif Vanilla: 98064, prev MOP: 87203; new: 175812 (+78% vs Vanilla, +101% vs prev MOP) - ex_dwrv_bridge10.nif Vanilla: 43494, prev MOP: 37407; new: 75706 (+74% vs Vanilla, +102% vs prev MOP)

An attempt to unify the UV islands for the side and end parts of bridge00's wall10 portion was made, but resulted in unavoidable distortion at the curve. While this wasn't noticeable with Tyddy's textures (at least in Blender), it was with vanilla textures. As such, I rejected this optimization.

	- Simplified collision meshes -- and corrected some bad geometry in the process.
	-- _bridge00 collision was 898 tris in 22 pieces, now 382 in 17 pieces.
	-- _bridge10 collision was 407 tris in 8 pieces, now 183 in 8.
	- Matched up normals on ends of rails to get rid of lighting seams. Smoothed over overly-sharp edges on pipe rails.
	- Added edge loop to centerlines of floor, side stone (wall40) and underside stone (wall10), and manually corrected resulting triangulation to the best results I could obtain in-game, so vertex lighting would hopefully works properly in Arkngthand's Hall of Centrifuge immediately up entering. That problem turned out to be an 8-light-limit issue instead, but this still mitigates a vertex-lighting problem.
	- Adjusted UVs on rustypipe10 texture to reduce the (very slight) distortion and so the texel density matches rustypipe00 better.
	- Corrected misalignment of wall40 and wall20 textures and matched the latter's texel density
to the latter, to improve intented effect.
	-- Minor topology cleanup.
	- Created LODs.
	-- LOD1: _bridge00 reduced from 10 drawcalls to 7, _bridge10 from 8 to 5.
	-- LOD2: _bridge00 reduced to 4 calls 996 tris, _bridge10 to 3 calls 440 tris
	-- LOD3: _bridge10 reduced to 1 call 52 tris. _bridge00 pops too visible even at over 16k range, so rejected.
	-- ex_dwrv_bridge00.nif Vanilla: 98064, prev MOP: 87203; new: 175812 (+78% vs Vanilla, +101% vs prev MOP)
	-- ex_dwrv_bridge10.nif Vanilla: 43494, prev MOP: 37407; new: 75706 (+74% vs Vanilla, +102% vs prev MOP)

An attempt to unify the UV islands for the side and end parts of bridge00's wall10 portion was made, but resulted in unavoidable distortion at the curve.

While this wasn't noticable with Tyddy's texture (at least in Blender), it was noticable with vanilla textures. As such, I rejected this optimization.
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