TR_Data Error Reporting

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rot
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Post by rot »

assorted from other threads;

- don't remember who reported it where, but the dridea monarch has a ridiculous soul value

- edit: should remove the random TR_key_DD ... from leveled lists

- generally speaking Data is gonna need most of its dialogue removed because 1. it sucks (see advice,secret) 2. makes it near-impossible to fix 3. dialogue has nothing to do in Data



Greeting 7 "%PCName. Nerevarine? Lies and superstition."
Glisp wrote: http://i527.photobucket.com/albums/cc353/glitchhunter09/MGEScreenshot80_zpsc16bacdc.png
As you can see, with a low disposition, he behaves like I haven't defeated Dagoth Ur yet with his greeting, but when I click Nerevarine, he indicates I have. The other NPC(s) in the room are affected by this as well. - not specific to Drenim, these are in Data. (WHY are there Indoril faction greetings in Data?!?)
Tondollari wrote:TR_ex_ind_tower01 Gorne (40,-30) 335200 -240160 624 "see-through" (barely)
TR_ex_ind_building_07 Gorne (41,-30) 337344 -239680 211 "can walk through" (?)
EX_MH_bar_01 Gorne (41,-30) 336416 -238144 627 "see-through, if viewed from nearby roof" (junction between wall and roof has a slit)
Tes96 wrote: [url=http://imageshack.com/a/img41/7180/aqp2.jpg]TR_furn_Plank_broke_04[/url] has caspering in the actual model. That should be fixed.

[url=http://imageshack.com/a/img43/4158/y89i.jpg]TR_bk_WayrestJewel[/url] is valued at only 1 gold. I'm assuming this is going to be changed later on. A book should cost more than a blank piece of paper. (sc_paper plain is worth 3 gold.)
arvisrend wrote: There is a lot of books I'd pay way less for than for a piece of paper. OK, I can steal some of the latter from my office, so maybe not... But yeah. Books with actual content costing less than 10gold are a bug. A TR_Data bug, though.
Last edited by rot on Sat May 17, 2014 7:26 pm, edited 1 time in total.
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Ragox
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Post by Ragox »

The static object "TR_in_velothismall_ramplong_01" seems to be missing a collision model, or at least uses a broken one.
Seneca37
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Post by Seneca37 »

Book TR_bk_MwhStonefall has the name "Morrowind Historia:Andothren" but should be "Morrowind Historia:Stonefall".

TR_In_C_Pillar_W00: texture is upside down on this item.

It would be nice to have an in_c_rich_endcap piece.

tr_ex_ind_s_wall01, ...03, ...04 do not show the typical red/green/blue placement box in CS.

There are many (612) mesh files that have the directory prefix "textures\" in their NiSourceTexture.File Names.
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Gnomey
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Post by Gnomey »

seneca37 wrote:Book TR_bk_MwhStonefall has the name "Morrowind Historia:Andothren" but should be "Morrowind Historia:Stonefall".
The title is correct. Andothren is the name TR is using for Stonefalls. Even Imperials do not refer to Balmora as Stoneforest, so there's no reason I can see for Andothren to be referred to as Stonefalls.
Rather, the contents of the book are outdated. While some of the information can be excused for being Imperial ignorance, some of it clearly does not reflect the current state of Andothren. The book should be updated or replaced, but it would probably be better to wait until work on Andothren and its surroundings is finished.

Edit: I almost forgot. These may already have been reported, but:

TR_ex_v_lighthouse_top has a bad collision. As far as I can tell in the CS, only one of its four pillars has a properly placed collision. The collision for at least one of the other pillars is upside down near the center of the model. Its roof also appears to lack collision. One floats right through it when levitating.

TR_furn_wood_ cart and wagons need better collisions. The wheels, sides and -- in the case of TR_furn_wood_wagon -- roof of the models lack collisions. The problem is very apparent in-game. The covered wagon appears to be the worst offender. The player can walk through it from most if not all directions.
Their bounding boxes also aren't quite tight fits to the models.

The TR_ex_v_firebasin model bleeds into itself a little. A few vertices need to be raised or lowered.


Edit again: elaboration on the errors and a new one in italics.
Seneca37
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Post by Seneca37 »

Container-Furniture Fix Request

The following items do not have a RootCollisionNode (RCN). They do have a NiTriShape Named: â€Â￾Bounding Boxâ€Â￾ which extends below the object, causing it to float. This "Bounding Box" should be removed from the model and a RCN added.
TR\o\TR_furn_De_Rm_Chest
TR\o\TR_furn_De_Rm_Closet
TR\o\TR_furn_com_closet_02
TR\o\TR_furn_De_Rm_Drawers
TR\o\TR_de_r_desk01- remove "Buffers" too.
TR\o\TR_furn_de_rm_desk01 - remove "Buffer" too.

The following is an example of a good RootCollisionNode
o\Contain_Com_Hutch_02

The following are MW items - it would be nice if we had good models of these too.

o\Contain_chest_large_01 – one leg is bad – causing other 3 to slightly float.

Float due to collision box extending below object
o\contain_dwrv_chest10 – slight float
o\Contain_Com_Closet_01 – slight float
o\contain_dwrv_desk00 – slight float


I have fixed the tr_furn_de_rm_chest, see attached file, with NifSkope. I am still working on the tutorials for blender. I removed the "bounding box" and "buffer" data, inserted the RCN, applied a BOTTOM to the piece, and finally fixed the bottom vertices so that they all had the same Z coordinates. If this is ok - I wouldn't mind fixing the rest of these - along with the list of static furniture that needs to be fixed, which is forth coming.
Attachments
tr_furn_de_rm_chest_02.nif
(26.1 KiB) Downloaded 283 times
arvisrend
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Post by arvisrend »

TR_terr_cliffst12
TR_terr_cliffst21
TR_terr_cliff45outR
TR_terr_cliff45outL
TR_terr_cliff90inL
TR_terr_cliff90outR
TR_terr_cliffel2bR
The list is incomplete, but I guess a look at all TR_terr_cliff* is appropriate.

These have no collision geometry (i.e., the collision is computed at runtime) and they have keyframe data. And they are all over the Lan Orethan.
arvisrend
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Post by arvisrend »

There is also TR_ex_IMP_GateJamb01, which has a useless KeyframeController and no collision.

I wouldn't be surprised if the same can be said about TR_ex_IMP_GateJamb02, TR_ex_IMP_GateJamb03, TR_ex_IMP_GateJamb04, but those seem to be unused.
arvisrend
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Post by arvisrend »

TR_Data patch updated, now with only one ESP.

The BSA subfolder contains stuff that should be added to the BSA.

Changes:

- 9 new books:
TR_bk_Divadamakalluh_Gz (rather obscure Imperial text, I believe)
TR_bk_ImperialHeraldryMW (fairly popular Imperial text with pictures) (this one is not new but has been updated from http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=323444#323444 )
TR_bk_SkylampNight_Rats (popular Dunmer text, please use it a lot as it's fucking great)
TR_bk_FormalMirth_IP (Indoril text, I believe fairly popular)
TR_bk_Adabala_TES4 (rather obscure Imperial text?)
TR_bk_MysteryPlayOE_gD (I think this should only go into select places in OE)
TR_bk_TwoStancesKF_gro (fairly popular Dunmer text)
TR_bk_HistoryEbon_gro (Imperial text)
TR_bk_Kallistis_73-74_gro (mostly for IC chapels)

- New weapons to replace broken weapons:
TR_w_wood_crossbow -> TR_w_wood_crossbow_FIXED
TR_w_crossbow_accuracy -> TR_w_crossbow_accuracy_FIXED
TR_w_crossbow_evanescence -> TR_w_crossbow_evanescence_FIXED
dwarven crossbow -> TR_w_dwarven_crossbow_FIXED
At some point the old crap can be deleted, but not now.
And I know this is a Morrowind patch's job, but noone has done it afaik.

- New armor pieces TR_a_fur_colovian_tiger_helm and TR_a_katariah_mask.

- New statics TR_ex_imp_warship, TR_in_imp_warship_l, TR_in_imp_warship_u.

- TR_bk_WayrestJewel is now valued 90 gold (was 1 gold). TR_bk_TheWarofBetony1 and TR_bk_TheWarofBetony2 are now each valued 115 gold (was 1 gold). TR_bk_Divadamakalluh_Gz is now valued 100 gold (was 10 gold).

- TR_bk_DawnsDisplacement (deprecated) no longer suggests to replace it by a book that should be unique.

- New containers to replace containers defined in M3A6:
TR_M3_cont_ind_tomb -> TR_cont_indori_01_bmeal (culdem with 2 bonemeals)
TR_m3_com_chest_02_skoo -> TR_com_chest_02_skooma5 (chest with 5-8 skooma)
TR_m3_a6_crate_books -> TR_crate_01_books_gospe (crate with all TR gospels, each of them once)
TR_M3_i13_crate1_iron -> TR_crate_01_ironore (crate with 4 iron ore)
TR_M3_i13_crate2_iron -> TR_crate_02_ironore (crate_02 with 4 iron ore)

- New statics to replace statics defined in M3A6:
TR_in_m_sewer_column_01G -> TR_in_m_sewer_column_01G

- New lights to replace lights defined in M3A6:
TR_light_de_lantern_13_128alma -> TR_light_de_lantern_13_128alma
TR_almalight_de_lantern_11 -> TR_light_de_lantern_11_256alma
TR_almaLight_De_Lantern_01 -> TR_light_de_lantern_01_256alma
TR_almalight_de_lantern_07_warm -> TR_light_de_lantern_07w_256alma
TR_m3_Light_MH_streetlamp_01_of -> TR_Light_MH_streetlamp_01_m3_of
TR_almaX_Light_MH_Rope_Lantern -> TR_Light_MH_Rope_Lantern_256

- New activators to replace activators defined in M3A6:
TR_alma_Ex_MH_Pav_Water_Spray -> TR_Ex_MH_Pav_Water_Spray_unscr (static)
TR_M3_Ex_MH_Pav_Water_Spray -> TR_Ex_MH_Pav_Water_Spray_unscr (static) (yes, the same thing)

- Also, unscripted versions of scripted vanilla stuff:
Ex_MH_Pav_Rubble_01 -> TR_Ex_MH_Pav_Rubble_01_unscr (static)

- New statics TR_furn_com_tapestry_imp02a, TR_furn_com_tapestry_imp02b, TR_furn_imp_flag_02, TR_furn_banner_imp_02.

- New statics TR_bm_ex_iceberg and TR_bm_ex_iceberg_collapsed to replace bm_ex_iceberg and bm_ex_iceberg_collapsed by. I know that these statics should not be used, but it's still a great step forward from using the BM statics which break Bloodmoon! All map5 claims using bm_ex_iceberg* statics need to have them replaced by TR_bm_ex_iceberg* ASAP! Swiftoak edit: As of 25 July 2014, the replacements have been made in all affected claims.

- Fixed collision on Meshes/TR/x/tr_terr_rmcliff03-0.5.nif.

Files changed and new:
TR_Data.esm
BookArt/TR/TR_skylamp_512_256.dds
BookArt/TR/TR_crest-navy.dds
TR_Data.bsa:Icons/TR/a/TR_a_tiger_helm.dds
TR_Data.bsa:Icons/TR/a/TR_a_katariah_mask.dds
TR_Data.bsa:Meshes/TR/a/TR_A_FurHelmTiger.nif
TR_Data.bsa:Meshes/TR/a/TR_a_katariah_mask.nif
TR_Data.bsa:Meshes/TR/f/TR_furn_banner_imp_02.nif
TR_Data.bsa:Meshes/TR/f/tr_furn_com_tap_imp02a.nif
TR_Data.bsa:Meshes/TR/f/tr_furn_com_tap_imp02b.nif
TR_Data.bsa:Meshes/TR/f/TR_furn_imp_flag_02.nif
TR_Data.bsa:Meshes/TR/i/TR_in_imp_warship_l.nif
TR_Data.bsa:Meshes/TR/i/TR_in_imp_warship_u.nif
TR_Data.bsa:Meshes/TR/w/w_crossbow_dwm_fix.nif
TR_Data.bsa:Meshes/TR/w/w_crossbow_fix.nif
TR_Data.bsa:Meshes/TR/x/tr_ex_imp_warship.nif
TR_Data.bsa:Meshes/TR/x/tr_terr_rmcliff03-0.5.nif
Last edited by arvisrend on Sat Aug 02, 2014 11:08 am, edited 1 time in total.
arvisrend
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Location: substitutional world

Post by arvisrend »

And here is a new version of TR_Data.esm and TR_Data.bsa (and the Data Files subfolders), obtained by merging the Jan 10 one with my patch:

https://dl.dropboxusercontent.com/u/83265276/TR_Data.7z

Yes, I've set the date of the ESM to 2012 so that it doesn't confuse Morrowind's load order when combined with Mainland.

These files can be used with the recent M3A6 splits that I have uploaded.

All changes I've made are listed in the changelog in the previous post. I have not merged any of Seneca37's fixes, as I am not competent enough to review them.

I have unpacked and packed the BSA using bsapack.exe. At least on packing it did not lose any files. Pretty sure that nothing was lost on unpacking either, as I compared the result with that obtained using BSAUnpackerMW.exe and the number of files was the same.
abot
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Post by abot »

latest TR_Data.esm tes3cmd.exe clean report
[spoiler]
CLEANING: "TR_Data_new.esm" ...
Loaded cached Master: <DATADIR>/morrowind.esm
Loaded cached Master: <DATADIR>/tribunal.esm
Loaded cached Master: <DATADIR>/bloodmoon.esm
Cleaned junk-CELL: bitter coast region (-12, 3)
Cleaned junk-CELL: bitter coast region (-12, 2)
Cleaned junk-CELL: bitter coast region (-12, 1)
Cleaned junk-CELL: bitter coast region (-13, 4)
Cleaned junk-CELL: bitter coast region (-13, 3)
Cleaned junk-CELL: bitter coast region (-13, 2)
Cleaned junk-CELL: bitter coast region (-13, 1)
Cleaned junk-CELL: bitter coast region (-14, 5)
Cleaned junk-CELL: bitter coast region (-14, 4)
Cleaned junk-CELL: bitter coast region (-14, 2)
Cleaned junk-CELL: west gash region (-15, 7)
Cleaned junk-CELL: wilderness (-15, -8)
Cleaned junk-CELL: west gash region (-16, 8)
Cleaned junk-CELL: west gash region (-16, 7)
Cleaned junk-CELL: wilderness (-19, 15)
Cleaned junk-CELL: wilderness (-19, 14)
Cleaned junk-CELL: wilderness (-20, 15)
Cleaned junk-CELL: wilderness (-28, 24)
Cleaned junk-CELL: wilderness (-29, 23)
Output saved in: "TR_Data_new.esm"
Original backed up to: "<DATADIR>/tes3cmd/backups/TR_Data_new~1.esm"

Cleaning Stats for "TR_Data_new.esm":
junk-CELL: 19
[/spoiler]
latest TR_Data.bsa possible optimization report
[spoiler]
================================================================================
2014/07/30 11:11 - C:\tmp\textures\
Options: Textures, DXT1c, DXT5, Mipmaps, Reduce Patterns: 16x16, Resize: If > 4096
================================================================================
textures\tr_crest-dragon.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (219 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_crest-eagle.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (525 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_crest-fight.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (288 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_crest-lions.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (350 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_crest-mage.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (335 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_crest-wyrm.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (194 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_crest-wolf.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (557 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_flora_cupling_01.dds
... DXT3 512x256 => DXT1 512x256 (170 Kb => 85 Kb) => Compressed
textures\tr_flora_cupling_02.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_flora_rockburst_01.dds
... DXT3 128x128 => DXT1 128x128 (21 Kb => 10 Kb) => Compressed
textures\tr_flora_rockburst_03.dds
... DXT3 128x128 => DXT1 128x128 (21 Kb => 10 Kb) => Compressed
textures\tr_flora_rockburst_04.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_flora_rockburst_02.dds
... DXT3 64x64 => DXT1 64x64 (5 Kb => 2 Kb) => Compressed
textures\tr_flora_terrastree_01.dds
... DXT3 512x512 => DXT1 512x512 (341 Kb => 170 Kb) => Compressed
textures\tr_flora_terrastree_03.dds
... DXT3 512x256 => DXT1 512x256 (170 Kb => 85 Kb) => Compressed
textures\tr_flora_terrastree_02.dds
... DXT3 512x256 => DXT1 512x256 (170 Kb => 85 Kb) => Compressed
textures\tr_hookah_black.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_hookah_glass.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_hookah_metal.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_hookah_wood.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_sm_wood.dds
... DXT3 256x256 => DXT1 256x256 (85 Kb => 42 Kb) => Compressed
textures\tr_tx_a_katariah_mask.dds
... A8R8G8B8 512x512 => DXT5 512x512 (1024 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_tx_a_tigerhelm.dds
... A8R8G8B8 128x128 => DXT1 128x128 (64 Kb => 10 Kb) => Compressed, Mipmaps
textures\tr_tx_goblinccloth_shaman00.dds
... A8R8G8B8 256x128 => DXT5 256x128 (170 Kb => 42 Kb) => Compressed
textures\tr_tx_goblin_sign_01.dds
... A8R8G8B8 512x512 => DXT5 512x512 (1024 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_tx_goblinskin_shaman.dds
... A8R8G8B8 512x512 => DXT5 512x512 (1365 Kb => 341 Kb) => Compressed
textures\tr_tx_imp_navysail.dds
... A8R8G8B8 512x512 => DXT5 512x512 (1024 Kb => 341 Kb) => Compressed, Mipmaps
textures\tr_tx_rs_dunmer_f_h01.dds
... A8R8G8B8 128x256 => DXT1 128x256 (128 Kb => 21 Kb) => Compressed, Mipmaps
textures\tr_tx_rs_dunmer_f_h02.dds
... A8R8G8B8 128x256 => DXT1 128x256 (128 Kb => 21 Kb) => Compressed, Mipmaps
textures\tr_tx_rs_dunmer_f_h03.dds
... A8R8G8B8 128x256 => DXT1 128x256 (128 Kb => 21 Kb) => Compressed, Mipmaps
textures\tr_tx_rs_dunmer_f_h04.dds
... A8R8G8B8 128x256 => DXT1 128x256 (128 Kb => 21 Kb) => Compressed, Mipmaps
textures\tr_tx_rs_dunmer_f_h05.dds
... A8R8G8B8 128x256 => DXT1 128x256 (128 Kb => 21 Kb) => Compressed, Mipmaps
textures\tr_tx_rs_dunmer_f_h06.dds
... A8R8G8B8 128x256 => DXT1 128x256 (128 Kb => 21 Kb) => Compressed, Mipmaps
textures\tx_skyrim_roof_panels_01.dds
... DXT3 512x512 => DXT1 512x512 (341 Kb => 170 Kb) => Compressed
textures\momo\geargate.dds
... DXT1 256x256 => DXT1 256x256 (32 Kb => 42 Kb) => Mipmaps
textures\momo\clutter\fische.dds
... DXT3 512x512 => DXT1 512x512 (341 Kb => 170 Kb) => Compressed

--------------------------------------------------------------------------------
Done! 2014/07/30 - 11:13 - Elapsed: 00:01:59.975
Len: 123.361.267 - 7.622.443 = 115.738.824 bytes
--------------------------------------------------------------------------------

================================================================================
2014/07/30 11:10 - C:\tmp\icons\
Options: Textures, DXT1c, DXT5, Mipmaps, Reduce Patterns: 16x16, Resize: If > 4096
================================================================================
tr\a\tr_a_katariah_mask.dds
... A8R8G8B8 32x32 => DXT5 32x32 (4 Kb => 1 Kb) => Compressed
tr\a\tr_a_tiger_helm.dds
... A8R8G8B8 32x32 => DXT5 32x32 (4 Kb => 1 Kb) => Compressed
tr\m\tr_hookah.tga
... TGA A8R8G8B8 32x32 => DXT5 32x32 (4 Kb => 1 Kb) => Compressed
tr\n\tr_ing_cupling.dds
... DXT3 32x32 => DXT3 32x32 (1 Kb => 1 Kb) => NoMipmaps
tr\n\tr_ing_rockburst.dds
... DXT3 32x32 => DXT3 32x32 (1 Kb => 1 Kb) => NoMipmaps

--------------------------------------------------------------------------------
Done! 2014/07/30 - 11:10 - Elapsed: 00:00:36.814
Len: 634.508 - 11.020 = 623.488 bytes
--------------------------------------------------------------------------------

================================================================================
2014/07/30 11:08 - J:\_download\TR_Data_dev\Data Files\BookArt\
Options: Textures, DXT1c, DXT5, Mipmaps, Reduce Patterns: 16x16, Resize: If > 4096
================================================================================
TR\TR_crest-eagle.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (525 Kb => 256 Kb) => Compressed
TR\TR_crest-dragon.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (219 Kb => 256 Kb) => Compressed
TR\TR_crest-fight.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (288 Kb => 256 Kb) => Compressed
TR\TR_crest-lions.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (350 Kb => 256 Kb) => Compressed
TR\TR_crest-mage.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (335 Kb => 256 Kb) => Compressed
TR\TR_crest-navy.dds
... A8R8G8B8 512x512 => DXT5 512x512 (1024 Kb => 256 Kb) => Compressed
TR\TR_crest-wolf.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (557 Kb => 256 Kb) => Compressed
TR\TR_crest-wyrm.tga
... TGA A8R8G8B8 512x512 => DXT5 512x512 (194 Kb => 256 Kb) => Compressed
TR\TR_shambalumap.DDS
... A8R8G8B8 512x512 => DXT5 512x512 (1024 Kb => 256 Kb) => Compressed
TR\TR_Map1_Telvannis.dds
... DXT3 512x512 => DXT3 512x512 (341 Kb => 256 Kb) => NoMipmaps
TR\TR_TeynRegion_377_253.dds
... A8R8G8B8 256x512 => DXT5 256x512 (512 Kb => 128 Kb) => Compressed
TR\TR_skylamp_512_256.dds
... A8R8G8B8 256x512 => DXT5 256x512 (512 Kb => 128 Kb) => Compressed

--------------------------------------------------------------------------------
Done! 2014/07/30 - 11:08 - Elapsed: 00:00:02.203
Len: 9.425.275 - 4.976.507 = 4.448.768 bytes
--------------------------------------------------------------------------------
[/spoiler]

[EDIT]also, a general logic efficiency hint:
whenever you have nested condition checks, the more efficient test should be external e.g.

Code: Select all

if ( TR_m3_dwepuz_golever.Puzzle == 1 )
	if OnActivate == 1
should be

Code: Select all

if ( OnActivate == 1 )
	if ( TR_m3_dwepuz_golever.Puzzle == 1 )
OnActivate test is more efficient because it is a local, one frame condition
TR_m3_dwepuz_golever.Puzzle == 1 is a external (possibly slower) object reference and could be true for several frames

and if you want to really squeeze milliseconds,
if ( OnActivate )
should be more efficient than
if ( OnActivate == 1 )
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

New EXPERIMENTAL version of TR_Data:

https://dl.dropboxusercontent.com/u/83265276/TR_Data.7z

Changelog:

- Merged [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=323713#323713]Mwgek's Indoril signposts[/url].

- Removed object TR_act_Ind_mark_dunaka, hopefully unused.

- Removed models meshes/tr/f/tr_act_ind_mark_othrensis.nif and meshes/tr/f/tr_act_ind_mark_roadyr.nif. Not sure what they were for but they were unreferenced and the first one had a filename too long to be usable.

- Merged [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=323708#323708]Seneca37's models[/url]. (Seneca37: maybe check if I didn't forget any of your archives?) While I have done some minimal testing of some of Seneca's models, more testing would be appreciated before release!

- Cleaned the ESM; thanks for the pointer, abot!

Again, the date of the ESM is 2012 so that it doesn't confuse Morrowind's load order when combined with Mainland.

Don't worry about your fixes not being in here @ wolli and everyone else; just nag me again about them in the next few days. This was a quick merge, and having too many things at once would obscure the origins of possible bugs. I will undeprecate the stone platter in the next data merge.

gro-dhal, is your book finished?

@everyone, please remember that I am a noob as it comes to modelling and this is not likely to change in foreseeable time; everything that you want me to add to or change in the Data should be explained foolproof and in bite-sized chunks.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

The warship is very good, I can see a lot of time an effort went into it. I love the knotted-looking wooden rails, and the sails are really good.

A couple of things strike me as odd. The raised portions at the front/back are made of what? They don't look like wood on the sides. The same goes for the crows-nest and the cover in the back. Also the wood ring growth patterns on the sides of all the stairs/railings are oval - could these be changed to be more circular.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

New TR_Data:

https://dl.dropboxusercontent.com/u/83265276/TR_Data.7z

- Merged in wolli's tree replacers (for tr_flora_tree* and tr_flora_stump*_nd). Two of them are fixed versions by seneca37. Needs testing!

- Updated w_crossbow_dwm_fix.nif and w_crossbow_fix.nif with seneca37's fixes, which preserve placement wrt the original meshes. TR_w_wood_crossbow is now fixed, TR_w_wood_crossbow_FIXED deleted. TR_w_crossbow_evanescence is fixed, TR_w_crossbow_evanescence_FIXED deleted. TR_w_crossbow_accuracy is fixed, TR_w_crossbow_accuracy_FIXED deleted. TR_w_dwarven_crossbow_FIXED has to stay because the model it replaces is a vanilla model; but at least it can now easily be replaced in Mainland.

- tr_misc_stn_platter_DELETE now renamed tr_misc_stn_platter_01 as seneca37 has fixed it.

- Melchior Dahrk's floodgate mesh ([url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=323732#323732]n3-11[/url]) merged in as door TR_ex_ind_floodgate_alm.

- New body parts TR_c_dae_hide_hand, TR_c_dae_hide_hand.1st and TR_c_dae_hide_brc_w (same as their TR_a* counterparts, but Clothing instead of Armor). These are used in q2-29.

- New regions "Grey Meadows", "Othreleth Woods" and "North Velothi Mountains" (the latter are just the normal Velothi Mountains with more snow).

- Merged Adanorcil's land textures: TR_NC_road01, TR_NC_sand01, TR_NC_sand02. (I had to compress the first of them; I used dxt3; is this correct?)

- Cleaned TR_Data.esm (for real now).

- Deletes Textures/tr_banner_tel_uthada.dds. (This is an unused duplicate of the non-misspelt version.)

- Deleted Textures/tr_rs_body.dds, Textures/tr_rs_eyes.dds, Textures/tr_rs_head.dds, Textures/tr_rs_torso.dds. (These were unused duplicates of riverstrider textures.)

- Deleted Meshes/tr/cr/xtr_plain_strider_vo.kf, Meshes/tr/cr/xtr_plain_strider_vo.nif. (These are unused duplicates of the same files with no underscore between "plain" and "strider".)
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

New TR_Data now [url=http://tamriel-rebuilt.org/esp/browser.php]at the usual place[/url].

Additional changes since the last experimental version:

- House Hlaalu and House Indoril (the Mainland versions) now have [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=323775#323775]the ranks suggested by Yeti[/url].

- There are some sacks for comberries and hackle-lo leaves. I haven't added crates because I'd need more info on them (and I'd generally suggest to use crates more sparingly; we have too many of them and they look all the same).

- TR_ring_falling_second_barrier now uses the correct model. This could theoretically mess up placement, but I hope noone has placed a ring whose model is a belt in the gameworld (at least it wasn't done in Mainland).

Seneca37: if you have a good format for changelogs to suggest, let me know; at the moment, all I can think of would be taxing on my time (usually, I finish the changelog after uploading the 7z, so it would be hard to put it into the 7z itself). And a list of files changed is hard to make with my workflow (which consists in unpacking the BSA, changing files, and re-packing the BSA, rather than putting the changed files in some new folder).
Last edited by arvisrend on Fri Aug 08, 2014 10:36 am, edited 2 times in total.
abot
TR Tester
Posts: 94
Joined: Sun Nov 30, 2008 11:58 pm
Contact:

Post by abot »

tesfiles report on missing resources:
[EDIT]for dropbox version
[spoiler]=================================================================
TESFiles V3.1 ERROR FILE

TR_Data

Fri Aug 08 12:12:50 +0200 2014
=================================================================
[MISSING] Armor ID:"TR_a_daedric_lords_helm" (Daedric Lords Helm) <tr/a/TR_Dae_Lords_Helm.nif>
[MISSING] Armor ID:"TR_a_daedric_lords_pauldron_lef" (Daedric Lords Left Pauldron) <tr/a/TR_Dae_Lords_Pauld_GND.nif>
[MISSING] Armor ID:"TR_a_daedric_lords_boots" (Daedric Lords Boots) <tr/a/TR_Dae_Lords_Boots_GND.nif>
[MISSING] Armor ID:"TR_a_daedric_lords_gauntlet_lef" (Daedric Lords Left Gauntlet) <tr/a/TR_Dae_Lords_Gaunt_GND.nif>
[MISSING] Activator ID:"TR_act_Ind_mark_dunaka" (Dun Akafell) <TR/x/tr_act_ind_mark_Dun.nif>
^[MISSING] {TR_water00.tga}
^[MISSING] {TR_water01.tga}
^[MISSING] {TR_water02.tga}
^[MISSING] {TR_water03.tga}
^[MISSING] {TR_water04.tga}
^[MISSING] {TR_water05.tga}
^[MISSING] {TR_water06.tga}
^[MISSING] {TR_water07.tga}
^[MISSING] {TR_water08.tga}
^[MISSING] {TR_water09.tga}
^[MISSING] {TR_water10.tga}
^[MISSING] {TR_water11.tga}
^[MISSING] {TR_water12.tga}
^[MISSING] {TR_water13.tga}
^[MISSING] {TR_water14.tga}
^[MISSING] {TR_water15.tga}
^[MISSING] {TR_water16.tga}
^[MISSING] {TR_water17.tga}
^[MISSING] {TR_water18.tga}
^[MISSING] {TR_water19.tga}
^[MISSING] {TR_water20.tga}
^[MISSING] {TR_water21.tga}
^[MISSING] {TR_water22.tga}
^[MISSING] {TR_water23.tga}
^[MISSING] {TR_water24.tga}
^[MISSING] {TR_water26.tga}
^[MISSING] {TR_water27.tga}
^[MISSING] {TR_water28.tga}
^[MISSING] {TR_water29.tga}
^[MISSING] {TR_water30.tga}
^[MISSING] {TR_water31.tga}
^[MISSING] {TR_water25.tga}
^[MISSING] {dungeons/chargen/Tx_tramaroot_01.tga}
[MISSING] Static ID:"TR_in_m_sewer_column_01G" <x/tr_ex_ind_column01.nif>
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/a/TR_Dae_Lords_Gaunt_GND.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/a/TR_Dae_Lords_Boots_GND.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/TR/x/tr_act_ind_mark_Dun.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/a/TR_Dae_Lords_Helm.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/a/TR_Dae_Lords_Pauld_GND.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/x/tr_ex_ind_column01.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water03.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water08.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water14.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water20.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water19.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water25.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water2.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water31.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water00.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water05.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water11.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water16.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water22.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water27.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/dungeons/chargen/Tx_tramaroot_01.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/TR/f/TR_Flora_Trama_Shrub02.nif"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water02.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water07.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water13.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water18.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water24.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water30.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water29.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water04.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water10.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water09.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water15.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water21.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water26.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water01.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water06.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water12.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water17.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water23.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"
Cannot find file "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Textures/TR_water28.tga"
.... owning NIF: "J:/_install/_games/_rpg/Morrowind/TR_Data_/Data Files/Meshes/tr/x/TR_Narsis_Water1.NIF"

=================================================================
DONE 00:01:06 Output "J:/_install/_games/_rpg/Morrowind" 5028 Files 242310711 Bytes
[/spoiler]tesfiles may fail getting all files if Morrowind directory is overcrowded, so better testing from a separate folder e.g.:
- make a somefolder folder somewhere
- put inside
somefolder\Morrowind.ini (Morrowind.ini should reference to TR_Data.bsa)
somefolder\Data Files\TR_Data.esm
somefolder\Data Files\TR_Data.bsa
somefolder\Data Files\BookArt content
somefolder\Data Files\Sound content

- delete somefolder\TR_Data destination folder if present
- start your [url=http://straygenius.com/index.php?title=TESFiles]tesfiles.exe[/url]
- locate your somefolder\Morrowind.ini
- left click TR_Data.esm
- export

[EDIT]pass, folder, path
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

New TR_Data:
ESM: https://dl.dropboxusercontent.com/u/832 ... ata.esm.7z
BSA: https://dl.dropboxusercontent.com/u/83265276/TR_Data.7z

Changelog:

- Merged in [url=http://forums.bethsoft.com/topic/1503941-rel-imperial-grates-resource/]Melchior Dahrk's Imperial grate resources[/url], version 1.01 (as TR_ex_imp_grate*).

- Merged in [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=323406#323406]Rats's map of Skyrim conquests[/url].

- Book added: [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=24638]A Nobleman's Garden[/url].

- Updated Seneca37's fixed meshes, correcting a regression (null characters in filenames; wouldn't matter ingame but apparently crashes Blender).

- Deleted Textures\tr_f_div_cloth.dds (unused duplicate).

- In Meshes\TR\f\tr_furn_com_wscrn_01.nif and Meshes\TR\f\tr_furn_com_wscrn_02.nif, replaced ninode name "dex has sex" by the names of the ingame objects.

- Replaced uses of "dwarven crossbow" with those of the fixed version.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

There is still a problem with the crossbows. I have a possible solution, but have to do some more extensive testing.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

New crossbow files
Here is a brief synopsis of the changes made to the original (MW) w_crossbow.nif, and w_crossbow_dwm.nif

Problem 1:
In CS, these items would spontaneously move, without the user touching them. This made it extremely difficult to position and review.

Solution 1:
Arvisrend discovered that the w_crossbow_steel had a good configuration. New root nodes were added to the 2 crossbows so that the structure of the file (as seen with nifscope) was identical to the w_crossbow_steel file.

Problem 2:
The new files caused already placed crossbows to be at different orientations.

Solution 2:
I noticed that the original files had rotations within the root node. However the CS and MW do not use this information. I removed the rotation from the 2nd node (originally the root). Now the already placed crossbows had the proper rotation.

Problem 3:
Newly placed crossbows would be at an incorrect orientation in-game, and occasionally would spontaneously rotate in the CS.

Solution 3:
The NiKeyframeController attached to the 2nd NiNode still had the original rotation associated with it. This would occasionally "activate" when in the CS and cause the crossbow to rotate. I've removed this NiKeyframeController and its associated data, because it actually did nothing. This appears to have solved the problem.

However, the best solution would be to completely remove all rotational elements from the model. I have been trying to do this, but am currently stumped on how to do so for NiKeyframeData and NiMorphData. I will look into this at a later date.
Attachments
w_crossbow_fix3.nif
(20.34 KiB) Downloaded 258 times
w_crossbow_dwm_fix3.nif
(32.09 KiB) Downloaded 258 times
Last edited by Seneca37 on Wed Aug 27, 2014 10:44 pm, edited 1 time in total.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

Seneca37: your new models end up at a weird angle when in the player's hands. I fear something different needs to be done here :(
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

New TR_Data:
ESM: https://dl.dropboxusercontent.com/u/832 ... ata.esm.7z
BSA: https://dl.dropboxusercontent.com/u/83265276/TR_Data.7z

Changelog:

- Added [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=324345#324345]wolli's mountain ridges[/url] excluding the "Meshes [Unused]" folder. Some of the files had to be renamed due to the 32-character limit.

- Reduced the soul values of the highest two kinds of dridreas.

- Added signposts for various TR settlements (TR_act_sign_*). This is a break with the existing bad habit of putting them in TR_Mainland. Eventually the TR_Mainland ones will be deleted.

Warning: Do not use TR_w_crossbow_accuracy, TR_w_crossbow_evanescence, TR_w_wood_crossbow and TR_w_dwarven_crossbow_FIXED. These are currently broken and need another update.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

I thought I tested in game - let me see what I can do.

Ok - this is what I thought should have happened. When I removed the Keyframe data I thought something should have rotated. I must have had my test files crossed or something when I did the last set of tests. As I see it we have 2 choices:

1) Use the steel crossbow as a basis, fix the textures for the wood/dwarven pieces. Then fix the rotation of all the in-game models. Currently about 22 would need to be fixed.

2) Wait for me to figure out how to cascade my remove rotation algorithm to the NiMorphData and NiKeyframeData within the models. I can not say how long this will take. I'm close with the NiMorphData since that is just x,y,z positions and a delta x,y,z translation. But the NiKeyframeData is what is really stumping me at the moment. It uses quaternions (which I've never heard of before) and I'm not sure how to deal with them yet.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

And after sleeping on this, I've realized that even if I do remove the rotations from the crossbow models, we may still have the same problem as we have with the latest version, that is: the crossbow will look good placed in-game (and the CS) but not in the players hands.
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

With weapons the handle need to be on the 0 spot in a certain rotation in 3d space, if I'm correct?
--Mwgek--
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

New TR_Data:
ESM: https://dl.dropboxusercontent.com/u/832 ... ata.esm.7z
BSA: https://dl.dropboxusercontent.com/u/83265276/TR_Data.7z

- Seneca37's in-place crossbow fixes reverted.

- New weapons to replace broken weapons:
TR_w_wood_crossbow -> TR_w_wood_crossbow_FIXED
TR_w_crossbow_accuracy -> TR_w_crossbow_accuracy_FIXED
TR_w_crossbow_evanescence -> TR_w_crossbow_evanescence_FIXED
dwarven crossbow -> TR_w_dwarven_crossbow_FIXED
At some point the old models can be deleted, but not now.
Seneca37
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Post by Seneca37 »

One of my note files got incorporated into the bsa file. Please remove meshes\tr\x\tr_notes.txt.
Sorry about that.
Seneca37
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Post by Seneca37 »

The attached file lists all the .nif mesh files (from TR_Data.bsa) that are NOT currently in the TR_Data.esm file.
Before I start to fix these, could someone look over the list and see what needs to be deleted (or moved someplace other than the bsa file). For example: do we need the tr\f\xtr ... banner files (.nif and .kf).

If there is a number after the file name, that means that the file name is too long. No filenames should be longer than 31 characters. (There is only space for 32 characters and the last one has to be the Null character '\x00').
Attachments
ScanEsmForNif_Notes.txt
(9.62 KiB) Downloaded 257 times
Seneca37
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Post by Seneca37 »

Static Item ID: TR_in_m_sewer_column_01G
NEW ID: TR_ex_ind_column01

Model Name: x\tr_ex_ind_column01.nif does not exist
New Modle Name: TR\x\tr_ex_ind_column01.nif

This is actually an exterior ind column, it does not fit in with the in_m set.
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Post by Mwgek »

.kf files are needed for animated objects. When an object is animated it gets 3 files. 1 .nif with the animations and the meshes. 1 .nif with only mesh and no animation. 1 .kf with only animation. The original .nif keeps the saved name and the other two need an X in front. That why the banner have xTR.

If the banners don't use animations the .kf files can be removed of course.
--Mwgek--
Seneca37
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Post by Seneca37 »

Are all 3 files needed? Wouldn't just the one nif file with the animation included be enough? I can see why a modeler would want the other 2 files - but I don't see why they need to be in our .bsa file.
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Post by Mwgek »

The game will not run the animation if the others are not there.
--Mwgek--
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Post by abot »

tr_pb_robe_com_ii, tr_pb_robe_com_i icons missing transparency
also, not a bug but am I the only one finding the old n'dib trees (tr_flora_treeXX_nd.nif) textures better than the latest?

[EDIT]not an error, just some info in case you are not aware already:
list of not door-connected interior cells playing TR_Mainland.esm
"Bal Oyra, Nethrendes Manor"
"Dragon Nest Inn"
"Dral's Sanctum, Heaven's Abyss"
"Evos"
"Firewatch Library"
"Firewatch Palace"
"Halaran Camp" ; not connected
"Necrom Lighthouse, Herothran Manor"
"Necrom, Catacombs"
"Nethre-Pulu"
"Ulyn Manor"
some of them are probably meant to be used as PCCell filters, others are full of objects and maybe could be cleaned if not meant to be used any more
Last edited by abot on Mon Oct 06, 2014 5:50 pm, edited 1 time in total.
Seneca37
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Post by Seneca37 »

Need new models of the TR_furn_tapestry(00-30) with NCO text added to them, or the collision box made to cover just the bar. Note: these use MW f\furn_tapestry(00-30) meshes.

Edit: Sorry not an error - will copy to proper location.
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Post by Seneca37 »

Here is the Imperial Warship (Galleon) with texture fixes and a RootCollisionNode. The "Collision Wall"s are no longer needed to get up the stairs.

Texture Fixes:
1) Added vertical planking to raised sections fore and aft.
2) Modified UV's for circular rings.
Attachments
tr_ex_imp_warship.nif
Changed textures on raised portions fore and aft.
Fixed ring textures to be circular.
Added RCN (rootcollisionnode)
(750.24 KiB) Downloaded 254 times
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Rats
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Post by Rats »

//edit: content moved to the next post.
Last edited by Rats on Thu Oct 30, 2014 12:38 pm, edited 1 time in total.
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Rats
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Post by Rats »

The thread is bugging out (at least for me), hence the doublepost.

"TR_terr_ashscum_01", "TR_terr_ashscum_02", and "TR_terr_ashscum_03" models have collision when they most certainly shouldn't.
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Post by Worsas »

fixed.
Attachments
ashscum.7z
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Rats
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Post by Rats »

Thank you so much, Worsas!

Also, the "TR_misc_potion01-04" are valued at 20 and 25 drakes. They're more expensive than silverware plates (priced at 17), which seems odd so I'd lower the value to 5 for the cheaper bottles and 10 for the pricier one.
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Post by Seneca37 »

Mwgek wrote:
Gnomey wrote:I noticed two minor errors with the new Uld Vraech flora models. Neither error is very noticeable in-game.

Object: TR_f_conespruce1 and TR_f_conespruce1_snow
Error: upper trunk has a different texture from the lower trunk.

Object: TR_flora_AntlerFir2
Error: the alphas are a little wonky; the leaves have black outlines when seen from afar. The error isn't as pronounced in-game as it is in the CS, though.
Here's a screenshot of the tree in-game, with a screenshot of how it looks in the CS inset:

[url=http://imageshack.us/a/img707/4690/g81s.jpg][img]http://imageshack.us/a/img707/4690/g81s.th.jpg[/img][/url]
That black outline shows when multiple layers of alphas are in one line of eachother.
In actuality, the black outlines were due to the mipmaps. Whatever system created them put black lines around everything. This will be fixed in the next update.

Edit: And the differences in color of the tree trunks is due to different Vertex Colors being used on the tree trunk (not the texture). This will also be fixed in the next update.
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Post by Seneca37 »

Rats wrote:... "TR_terr_ashscum_01", "TR_terr_ashscum_02", and "TR_terr_ashscum_03" models have collision when they most certainly shouldn't.
Are you sure about this Rats?
Are there any places that the player could get below the level of the ashscum?
The ashscum (in Grey Meadows) sits just on top of the water.
What should it look like when the player goes under the ashscum? Currently there is no texture on the underside of the ashsum.
I've also found some ash_swamp_trees that are positioned just below the ashscum, but way above the bottom surface. If the player goes under the ashscum then they'll see under the tree (and the ghosting).
Look at TR_ash_swamp_tree01 (-164812, 42927, 400) in North Velothi Mountains (-21,5). In fact, just about any tree sitting in the middle of an ashscum pond.

I just want to be sure nothing strange will happen when I add this change to TR_Data.
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Post by Rats »

I'm pretty sure that in all the areas that are covered with the ash scum the water is only knee deep, similar to the swamp ponds in the Bitter Coast region.

//edit: I looked at the tree in your example and turns out I was way wrong. Irritatingly, not all the watery areas are shallow. That's odd because if the ash scum was consciously meant to be rock solid (which I don't believe since it's a bloody weird and flawed design), the elevation under it wouldn't matter anyway.

This really needs to be corrected. The ash scum should be collision-less like the bc_scum models from vanilla and the ponds that are deep should be made shallower, so the player can wade the swamp ponds.

Meanwhile, perhaps the models with no collision could be added in Data anyway with a different ID, so they could be used in Grey Meadows interiors?
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