Miscellaneous assets used in Old Ebonheart #46
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I've gotten distracted with my little crusade against the not-yet-done Mesh Fix v1.2 models, so to make sure I don't forget about these I'm committing them early. I was going to do the forge model too, but that'll come later, I suppose.
furn_com_coatofarms_01:
- Deleted hidden faces (4 tris)
- Added collision mesh (12 tris)
- Reunwrapped UVs
- Created LODs to drop drawcalls from 3 to 3->2->1 and then stop rendering entirely beyond Oldwind range.
- Vanilla: 7219 bytes; new: 10857. (+50%)
furn_com_coatofarms_02:
- Same, except only two LODs were needed.
- Vanilla: 6787 bytes; new: 8303. (+22%)
furn_de_rope_03, _05, and _07:
- Normals work and combining into a single mesh each.
- UV rework on rope tie end -- there are still seams, this is unavoidable without losing the vague appearance of a loop, but there are two fewer now.
- Placed in a NiLODNode to hopefully stop rendering when not visible in vanilla engine (4096 units)
- _03 Vanilla: 2650; new 2750. (+4%)
- _05 Vanilla: 4042 bytes; new: 4309. (+7%)
- _07 Vanilla: 2602 bytes; new 2831. (+9%) .
furn_hook_01:
- Reunwrapped UVs. There's no making it look amazing given the texture.
- Placed in a NiLODNode to stop rendering it when not visible (3072 units; may be able to further reduce the distance but I was being safe).
- Vanilla: 3553 bytes, new: 2385. (-33%)
furn_imp_flag_01:
- Simplified visual mesh to eight triangles (one in the center so that even the weakest candle can vertex light it properly) and removed the animation rig, as in Tribunal its one-time use is indoors.
- Created texture with alpha transparency edited to be more sharp, and so work better with alpha testing instead of blending. Saved it as DXT5 due to technical recommendation.
- Set material to use alpha testing with threshold of 40, to hopefully not look awful even if the new texture is deemed unnecessary.
- Vanilla NIF: 4196 bytes; new: 894. (-79%)
NOTE: Tamriel Rebuilt uses this model outdoors in several locations. It would probably be a good idea for someone to make an outdoor version using the original model under a new name, and the outdoor banner script attached to that so it moves in the wind.
furn_flagpole_01:
- Partially-booleaned collision mesh; split vertical portion into three pieces to reduce computation volume.
- Reunwrapped metal bits to reduce UV island count.
- Reduced texture stretching on wooden post parts, but could not entirely get rid of it due to excess repetition in vanilla texture.
- Created simplified LOD1, reducing from 280 tris to 128. While this is a 54% decrease, it's done more to eliminate some overdraw on what quickly become very narrow faces than it is sheer tricount alone.
- Vanilla: 18055 bytes; new: 21099.
ex_common_awning_wood_01
- Reworked sharp edges on roof. These are wooden shingles, they undergo a lot of wear -- and it's the wrong edges sharpened anyway! I kept a couple and added several more, attempting to take advantage of the same blending trick for cones' sharp shading from the flagpole.
- Adjusted shingle UV map to eliminate bright edge on front.
- Boolean-combined wood meshes and cleaned up to reduce overdraw. 43 additional tris is pretty irrelevant... even more so than the overdraw reduction and mesh combination.
- Added an LOD1 which removes the bevels and reduces the wood mesh's vertex count as much as possible. 82 triangles instead of 155.
ex_common_chimney_tall:
- Reunwrapped UVs to reduce distortion.
- Added LOD1: 2 drawcalls (reduced by 1), 142 tris (40% reduced)
- Added LOD2: 1 drawcall, 74 tris (69% reduced)
- Vanilla: 17244 bytes, previous MOP 17530; now 25995. (+51% vs vanilla, +48% vs previous MOP)
ex_c_chimney_tall_02
- Chopped up new ex_common_chimney_tall and shifted geometry to match vanilla ex_c_chimney_tall_02
- Vanilla: 14644 bytes, previous MOP 14302; now 20415. (+39% vs vanilla, +43% vs previous MOP)