Imagine my surprise when checking out the awesome 2020 textures by Pfuscher when I came across a really ugly Dragonbridge. It isn't Pfuscher's fault. The mesh is bad.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
The mesh that is floating around for Dragonbridge is not right. It calls for the wrong textures and has normals mismatches, and no parallax support. This mesh fixes those issues. Not sure what mesh I started with, but I enabled all the correct shader flags, and updated the texture calls, so that it will have the right textures, and support the parallax. It is a big improvement. The underside will not parallax for some reason. It is set to, and has the right textures and parallax files, but it won't bump. That is not really a big deal, since there is no reason to be under it, and when you are you are farther from the mesh, so it is not as noticeable. Crossing it is the important part, and it looks amazing. I am sure this will work for any parallax texture back, but wow does it look great with Pfuscher's. It is just one mesh. You can add it manually or with a manager, I guess. I am playing this in VR, so no pics. Screenshots look weird, but trust me, you will not be disappointed if you have a parallax texture pack, and your Dragonbridge looks awful, then this is the fix for you.
edit: Okay, so I had to put in one pic, which I can agree with, but it is fisheyed, and the enb makes it look much darker than it appears in the HMD. Try it out for yourself
Update 1.1: Corrected some of the stuff that was not working correctly. Changed the texture for the underside, so it is parallax as well, and removed some transparency that fixes up the interior wall. Got all of the rocks and stuff for the road portion parallaxed and added a mesh for the main bridge (the one that is used over and over again with 3 arches) that parallaxes it as well. Note: on that main bridge, you will need parallax files for the end caps and the top stone. I made my own with Crazybump (if you want to make them make a height map and set the height to no more than 20% and name it as "file"_p.dds) based on the textures used. I cannot make one for the arch edge as it is a DXGI DDS file and I cannot open it, because I am not spending the money on photoshop, and gimp and crazybump can't read it. I did tell it to use its normal file though, because it wasn't before.
Final Update: I went ahead and added the parallax files I made for the top of the common bridge. I also got rid of the weird extra folder so this should work better with mod managers
Final Final update. I added in the last missing parallax file for the common bridge. Both bridges are now completely parallaxed with no missing files or flat surfaces.
Final Final Final update. Fixed the main bridge to finally correct the lod white stripe from the niAlpha texture. Added optional Dragonbridge with Mountain textures, so it will look like it was carved from a natural land arch.
Final Final Final Final Update: Deleted the alpha transition in the corners because it looks really bad with Community Shaders 1.0. Also making a stupidly high poly version at about a few million polys, because I don't like the texture stretching. That will be on a different page.