docs(ugc): LU Toolbox models stand up as the client reads them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 17:54:07 -05:00
parent c01824e74d
commit 1bdb4258a0

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@@ -402,10 +402,11 @@ see Hidden faces): 0 to 49% more triangles after. The baked colors are close: th
most detailed level is within about 10% of the native one (the Toolbox's slightly darker). most detailed level is within about 10% of the native one (the Toolbox's slightly darker).
LU Toolbox's `.nif` (as niftools writes it) has the root `SceneNode_Collection.001` turned 90 degrees about X, the LU Toolbox's `.nif` (as niftools writes it) has the root `SceneNode_Collection.001` turned 90 degrees about X, the
`NiLODNode`s turned back and each shape turned again (Blender's Z up); the UGC server's own models have no turns. Read `NiLODNode`s turned back and each shape turned again (Blender's Z up); the UGC server's own models have no turns. The
as `NifFile` reads nodes (every node's transform applied), the model lies on its side, so its icon and the dashboard's client never sees the root's turn: its render component puts the object's own position and rotation on the root node
views show it lying. LU Toolbox models shipped as game assets elsewhere have the same turns, so the client may ignore it loads, over the stored ones (its scale stays). `NifFile` does the same (a root's rotation and translation are left
the root's own transform; not checked in the client yet. out), so the `NiLODNode`'s and the shapes' turns cancel and the model stands up in its icon and the dashboard's views.
The game's own `.nif`s all have roots that aren't turned or moved, so they read as before.
### Metal and glow (on by default, not how live looked) ### Metal and glow (on by default, not how live looked)