Wow thank you so much! I wanted something like this for a long time and it finally happened! Now would you consider do the same to ropes in SMIM? I do like 3d ropes with round posts, but still think that 20k poly counts for a rope might be too much
I'll give it a try. But I don't think I can reduce the polycount by much if we want to preserve the roundness of the ropes. I will post an image tomorrow so you guys can judge if it's worth it or not.
I've reduced the tris to 35% of the original for the ropes on one farmhouse model. The total original polycount for the ropes on that farmhouse is 41.544 tris, the lower poly model has 14.070 tris.
They are more blocky and when viewed up close you can notice some UV errors. It is possible to fix those by hand but it takes a crazy amount of time and I don't think I have the patience to do it for all the ropes. See screenshots here, the UV issue is visible in the last image.
So, what do you think? I'll post an image to the main page, please share your opinion there.
Any chance you could add a version that includes the textures for the chain? Kid you not, I literally cannot find them. Not even by looking through every file in a manual download of smim, with multiple versions. Not even by using smim lite. It's like someone deleted them from the internet.
These are awesome! So easy to copy these chains into other nifs to update them, too (Markath Fixed AF, and Rudy Candles Expanded comes to mind). I appreciate the environment mapping as well.
Hi, the file in question is a part of markarth, it's the same file that conflicts with assorted mesh fixes. The version from majestic mountains has the vanilla chains so overwrite with my file.
If you want the models with less triangles then yes, my mod should overwrite the material fixes since that mod uses the original SMIM models. If you want correct material collisions then overwrite my mod with the material fixes. Good find, I forgot about that mod, I will have to forward the changes from it in the next update. Thank you
here is an example on a PC with an i3 3rd gen, 8gb of ram and a gt 730 :)) of course, the result varies depending on how powerful your pc is, what overhauls do you use, how many of the meshes are being displayed at once, lighting and shader effects etc if by "documented" you request a research paper I am sorry to disappoint you but I don't have one
This is a very nice demonstration of the importance of the polycount optimization. It clearly affects lower end systems (like you just shown), however I wonder where the falloff might be with different computer specs.
Now I don't doubt you, but where is that area you're in? In those images, are the left/right ones with/without your mod (or is it the entire SMIM mod?)
I am simply curious and want to test it on my rig, to see what I might get (for semiscience).
Hi, sorry for the late reply. Here are two examples on my PC, i5 10th gen, 16gb of ram, gtx 1070ti. The first area is the dragonsreach kitchen using jk's dragonsreach mod, the second one is in fort greymoor.
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I will post an image tomorrow so you guys can judge if it's worth it or not.
The total original polycount for the ropes on that farmhouse is 41.544 tris, the lower poly model has 14.070 tris.
They are more blocky and when viewed up close you can notice some UV errors. It is possible to fix those by hand but it takes a crazy amount of time and I don't think I have the patience to do it for all the ropes.
See screenshots here, the UV issue is visible in the last image.
So, what do you think?
I'll post an image to the main page, please share your opinion there.
Thanks for the mod!
The version from majestic mountains has the vanilla chains so overwrite with my file.
If you want correct material collisions then overwrite my mod with the material fixes.
Good find, I forgot about that mod, I will have to forward the changes from it in the next update.
Thank you
of course, the result varies depending on how powerful your pc is, what overhauls do you use, how many of the meshes are being displayed at once, lighting and shader effects etc
if by "documented" you request a research paper I am sorry to disappoint you but I don't have one
Now I don't doubt you, but where is that area you're in? In those images, are the left/right ones with/without your mod (or is it the entire SMIM mod?)
I am simply curious and want to test it on my rig, to see what I might get (for semiscience).
sorry for the late reply.
Here are two examples on my PC, i5 10th gen, 16gb of ram, gtx 1070ti.
The first area is the dragonsreach kitchen using jk's dragonsreach mod,
the second one is in fort greymoor.
The mod made it to the front page for a brief time :)
Please feel free to write more suggestions that could be implemented or issues that I need to fix in the next update.