This looks... interesting. I'd be curious to see it used extensively in a cavern cell. Maybe someone will mock something up.
Either way, thank you for sharing! It's always awesome to get more resources!!
edit: 2 technical feedback items on the NIFs included in this resource: 1) you should run Spells->Optimize->Combine Properties on all of the files to optimize everything more (this is just a general best practice) 2) In order to avoid a weird pixellated look in game for glow-mapped objects, you need to go into the Block Details for the NiTexturingProperty and change the Filter Mode of the Glow Texture to FilterTrilerp
Got it, I'll be optimizing these files and will be releasing another version soon. Edit: May I ask how doing these solutions function to do the things that you say they do? I like to know the how they technically works.
Combining Materials improves the performance of objects. Albeit minimally. In general you're not going to see a huge benefit to performance if there's any noticeable difference at all. Except on a very large scale. This is more of a cleanup step. Good practice sort of thing. For the other one, I don't know the technicality behind why the other settings result in the pixellated look. Someone else may have the technical knowledge to answer that question. It's just something I have learned from experience.
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Either way, thank you for sharing! It's always awesome to get more resources!!
edit: 2 technical feedback items on the NIFs included in this resource:
1) you should run Spells->Optimize->Combine Properties on all of the files to optimize everything more (this is just a general best practice)
2) In order to avoid a weird pixellated look in game for glow-mapped objects, you need to go into the Block Details for the NiTexturingProperty and change the Filter Mode of the Glow Texture to FilterTrilerp
If you have any questions, let me know.
Edit: May I ask how doing these solutions function to do the things that you say they do? I like to know the how they
technically works.
For the other one, I don't know the technicality behind why the other settings result in the pixellated look. Someone else may have the technical knowledge to answer that question. It's just something I have learned from experience.