Skip to content

Miscellaneous asset issues I've noticed while testing other work #52

@BethOfDeath

Description

@BethOfDeath

Sorry, no screenshots today, this has already eaten into sleep time.

  • furn_imp_stoneblock could use a bit of UV work, but short of giving it its own texture or maybe very careful vertex color work I'm not sure how to even fix that mess as of time of originally writing this note
    -- geometry is reused in furn_imp_rubble_ring

  • in_t_housepod_pole_03 has a blatantly visible seam on the underside. _02 does too, but it's less noticeable. This may need a texture improvement. Also, the UVs are stretched a bit lengthwise.

  • The entire Telvanni tileset has normals mismatches and texture seams, but they are not as noticable as:

  • As much of the Velothi interior set as one could stand checking through. Forget the skeletons and Bonewalkers, the architecture is the real horror!

  • terrain_rock_ma_54 has wonky collision; jumping on top of the cavern entrance of Assu and walking forward results in the character being inside the visual mesh. Issue is present in current MOP version, inherited from vanilla asset
    -- fixed in upcoming pull request

  • ex_velothi_hilltent_01.nif has bad normals on the endgrain faces and the rings texture isn't centered well.

  • The entire in_c_plain set needs inspection and correction: baseboards have inconsistent unwrapping which adds a weird pattern to the extremely narrow topside on some pieces, but not others

  • in_impsmall_doorjam_01: Wall is not perfectly flat, and doorframe edges match to it. Can't risk changing until it's compared to the rest of the tile subset, but intent appears that it be used between pieces with columns which may either match or mask it.

  • Wall block textures of stairwells in_impsmall_spiral_bot_01 and in_impsmall_spiral_01 do not line up at all, nor does in_impsmall_spiral_01 line up to itself.

  • in_r_s_int_entrance_02 and in_r_s_int_corner_01 have inconsistent normals to each other on their edges. May be fixed by Integrate Pherim's Redoran mesh fixes #48.

  • misc_de_pitcher_01 lacks collision mesh, and NiLODNode is set to flag 2 instead flag 32 and has max distance set to <float_max>, disabling paging.
    -- fixed in upcoming pull request

  • in_velothismall_dj_01's wall texture is sideways. Not sure that's just a general Velothi set jank issue or specific to the model.

  • The mummies in the Cavern of the Incarnate are multiple kinds of terrible. While a full replacement would be required to completely fix them, careful manual adjustments of geometry (to avoid self-intersection) and UVs could make them look a smidge better.

  • in_cavern_beam00: Perfectly square ropes at perfect 90 angles with perfectly wrong UVs. Minecraft looking design, but with Bethesda jank. We can at least fix the latter.

  • in_cavern_roots00: Stretched UVs, apparent normals/UV seams

  • in_pycave_stall50: Stretched UVs

  • in_pycave_form00: Misassigned face UVs? (Unfortunately, I did not provide more detail than this at time of making notes on either of these.)

  • ex_t_stair_spiral: bad UVs, normals... is that flat shading?!

  • ex_imp_foundation_01: Obvious UV seams on top edge, very visible at end of Ebonheart's dock.

  • The entire Vivec canton set is a LOT of drawcalls. I didn't check every single one, but the ones I did were 11+ each. Considering their size, and from how far away they are visible with Distant Land set high enough, these IMO should be a high priority for targeting.
    -- I am currently working on Vivec's Palace.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions