docs(ugc): car and rocket modules have no textures

Checked for the "module textures in car and rocket icons" request: none
of the 399 render assets of the client's ModuleComponent LOTs (1.10.64;
the same in the other clients on disk) has an NiSourceTexture or
NiTexturingProperty. The modules' look is their vertex colors and
materials, which the icons draw already, so there is nothing to add.

Check: nothing to check in game; compare a car's and a rocket's icon with
the client's module icons (textures/ui/rebuilding/) if in doubt.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 06:19:08 -05:00
parent fcd939a92f
commit 8092c8ca09

View File

@@ -457,7 +457,10 @@ Modular builds (`ugc_modular_build` rows, `ldf_config` like `1:4713+1:4714+1:471
1. Each module LOT's `ModuleComponent` (component type 28) gives its part code and build
type; the build type's `ModularBuildComponent.xml` gives the topology (root part, and which part connects to which
named location) and `Placement/AdditionalModelRotation`.
2. Each module's mesh is its render asset (`RenderComponent.render_asset`, the NIF the client assembles in game). A
2. Each module's mesh is its render asset (`RenderComponent.render_asset`, the NIF the client assembles in game).
The modules have no textures: none of the 399 render assets of the client's `ModuleComponent` LOTs (1.10.64) has
an `NiSourceTexture` or `NiTexturingProperty`; their look is their vertex colors and `NiMaterialProperty`, which
the icon draws (the client's own module icons, `textures/ui/rebuilding/`, show the same colors). A
connection places the connecting part so its node with the location's name (when it has one) sits on the parent
part's node of that name, or its origin on that node; `ModuleComponent.xml`'s `connection` translation is used when
the parent's NIF has no such node. (Module LXFMLs in `res/BrickModels` exist for only some modules and are