feat(ugc): draw player models' icons from their generated NIF

The icon was rendered from a second mesh built only for it (the icon
renderer's color corrections, no variation, occlusion worked out again). It
is now drawn from the .nif just made, read back with NifFile at LOD 0, so it
shows exactly what the game shows: the color variation, the removed faces and
the lighting baked into the vertex colors (so it adds no occlusion of its
own). icon_correct_colors and icon_color_variation are gone; the camera and
light settings stay. Cars and rockets are drawn as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 09:59:29 -05:00
parent 27955d8cc6
commit 76cbbcc4ea
7 changed files with 34 additions and 42 deletions

View File

@@ -80,8 +80,9 @@ glow_strength=6
# Icons, set up like LU Toolbox's icon renderer: size in pixels, the camera's angle around (yaw, from the model's
# front) and above (pitch) in degrees, its field of view, the empty border (1 fills the icon), the sun's angles and
# strength, the world light, shadows and ambient occlusion, its color corrections and color variation (percent).
# Modular builds (cars, rockets) have their own camera angles.
# strength, the world light and shadows. A player model's icon is drawn from its finished .nif (LOD 0), so it shows
# its colors, variation and baked lighting exactly as the game does. icon_ao: ambient occlusion for car and rocket
# icons (player models have theirs baked in). Modular builds (cars, rockets) have their own camera angles.
icon_size=128
icon_yaw=53.36
icon_pitch=19.54
@@ -93,7 +94,5 @@ icon_sun_strength=2.5
icon_ambient=0.192
icon_shadows=1
icon_ao=1
icon_correct_colors=1
icon_color_variation=0
modular_icon_yaw=53.36
modular_icon_pitch=19.54