Suite of scripts to automate mesh processing. Included are parallax and specular enablers and shader flag setters. All scripts come with a user interface.
If you would like to have a feature added, please ask first. I would prefer to keep one copy of this floating around rather than dozens of different flavors. Aside from that you can do whatever you want with it. If you do use it in a mod you release, I would ask that you credit me please.
If you have any kind of permission request whatsoever, and have not heard back from me in 30 days, you may assume your request is approved.
File credits
Kriffin and team for their original work on AllGUD's xEdit scripts (blacklist, interface, preferences and file handling). Zilav for his xEdit source code on GitHub (used as a reference). Maniczek for insight on the shader flags array mapping.
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 3.6
ItSetsShaderFlags: Fixed script erroring out on most meshes. Thanks (once again) to zilav for coding help
Removed version 3.5 from download options. The only script that had changes in version 3.5 was broken, so no point in keeping it around.
Version 3.5
ItRemovesRimLighting script renamed to ItSetsShaderFlags
ItSetsShaderFlags: Added ability to add shader flags in addition to the existing remove ability through a toggle
ItSetsShaderFlags: Added handling for the following shader flags: Specular, Environment Mapping, Recieve Shadows, Cast Shadows, Decal, Double Sided, Glow-Map, Soft Lighting and Back Lighting
Version 3.4
ItAddsParallax: Fixed script not ignoring case of texture paths breaking string replace for parallax texture name. Particularly normals.
Version 3.3
ItAddsParallax: Fixed longstanding issue where radial selection for Diffuse and Normal was reversed
ItAddsParallax: Fixed bug introduced in v3.2 that caused meshes with no normal maps to fail with an error. (though you probably shouldn't be running the script on these meshes anyways)
Version 3.2
ItAddsParallax: Fixed unreliable blacklist
ItAddsParallax: Added checking of normals to blacklist function
ItAddsParallax: Added log message indicating number of blacklisted textures found in the config file
Version 3.1
ItAddsParallax: Added check to prevent processing meshes with attached havok physics animations
Version 3.0
Added ItRemovesRimLighting script to remove rim lighting from all shapes.
Fixed 'Data Folder' and 'Start' buttons being crushed for all scripts.
Version 2.0
Added ItAddsSpecular script to generate specular for meshes. Big thanks to zilav and the xEdit Discord for help on this.
Unified support files for script suite under the MeshBatchProcessing folder
Liked log file to an internal variable so you only have to change the path in one place now
Version 1.2
Added support for NiTriShapes
Enabled processing on LE meshes
Added a check to prevent processing meshes with backlighting
Script will now operate on meshes with parallax already set so you can change the texture path
Fixed a bug where the script would fail on certain meshes due to filename
Added a reminder to the start of output that the script can be interrupted by holding Esc
Version 1.1
Added support for meshes lacking vertex colors. This should also let you run the script on meshes that were processed using older versions of the SE Nif Optimizer.
Added check for skinned meshes, these will no longer be processed as parallax isn't supported on them.
Refectored conditional code on blocks.
Version 1.0
Initial Release
Do not blindly run these scripts on your data folder. They are a modders resource to be used in providing patches and reducing repetitive manual work in releases.
----- With Parallax being the best thing since sliced bread on SE currently, I was surprised there was never some kind of automated tool to actually set up a mesh for parallax, even on LE. Or at least, I couldn't find anything.
With some Googling and referring to the scripts from Kriffin's AllGUD SE, I was able to cobble together a script that can process meshes in batches to add parallax to them. Hopefully this means new parallax releases will include mesh patches for other mods since this script eliminates most of the effort required beyond creating the textures.
This evolved over time to include other automation scripts.