fix(ugc): write NIFs the way the game's own brick models are

Compared block by block with res/BrickModels/ndmade (and nif.xml for
20.3.0.9, LU's version, user version 0): every shape now has the same four
properties in the same order (material with glossiness 4, alpha blending by
the vertex alpha, specular off, vertex colors as ambient and diffuse), nodes
have flags 0x110 and shapes 0x10. A generated NIF put in place of a game
model and spawned in the 1.10.64 client renders with its colors.

Readers treat a blended shape as transparent only where it is see-through
(material or vertex alpha below 1), for the icons and the 3D view.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 14:40:46 -05:00
parent 30da6575e3
commit c4d2454e63
4 changed files with 35 additions and 19 deletions

View File

@@ -113,9 +113,12 @@ export function createNifViewer(container) {
geometry.setIndex(new THREE.BufferAttribute(mesh.indices, 1));
if (!mesh.normals) geometry.computeVertexNormals();
const baseColor = new THREE.Color().setRGB(mesh.diffuse[0], mesh.diffuse[1], mesh.diffuse[2], THREE.SRGBColorSpace);
const material = new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: !!mesh.blend, roughness: 0.6, metalness: 0 });
// Blending only matters where something is see-through (every shape of a brick model blends)
let seeThrough = !!mesh.blend && mesh.alpha < 0.99;
if (mesh.blend && hasColors) for (let i = 3; i < mesh.colors.length && !seeThrough; i += 4) seeThrough = mesh.colors[i] < 250;
const material = new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: seeThrough, roughness: 0.6, metalness: 0 });
const object = new THREE.Mesh(geometry, material);
if (mesh.blend) object.renderOrder = 1;
if (seeThrough) object.renderOrder = 1;
root.add(object);
parts.push({ mesh: object, hasColors, baseColor });
triangles += mesh.indices.length / 3;

View File

@@ -113,7 +113,9 @@ namespace {
std::vector<std::string> m_Strings;
};
constexpr uint16_t AV_FLAGS = 14; // the usual NiAVObject flags (selective update), not hidden
// NiAVObject flags as the game's own brick models (res/BrickModels/ndmade) have them: nodes 0x110, shapes 0x10
constexpr uint16_t NODE_FLAGS = 0x110;
constexpr uint16_t SHAPE_FLAGS = 0x10;
void WriteNet(Writer& out, int32_t name) {
out.I32(name);
@@ -121,9 +123,9 @@ namespace {
out.I32(-1); // controller
}
void WriteAv(Writer& out, int32_t name, const std::vector<int32_t>& properties) {
void WriteAv(Writer& out, int32_t name, const std::vector<int32_t>& properties, uint16_t flags = NODE_FLAGS) {
WriteNet(out, name);
out.U16(AV_FLAGS);
out.U16(flags);
for (int i = 0; i < 3; i++) out.Float(0.0f); // translation
for (int row = 0; row < 3; row++) {
for (int col = 0; col < 3; col++) out.Float(row == col ? 1.0f : 0.0f);
@@ -207,7 +209,7 @@ namespace {
for (int i = 0; i < 3; i++) material.Float(1.0f); // diffuse
for (int i = 0; i < 3; i++) material.Float(0.0f); // specular
for (int i = 0; i < 3; i++) material.Float(0.0f); // emissive
material.Float(10.0f); // glossiness
material.Float(4.0f); // glossiness, as the game's brick models
material.Float(1.0f); // alpha
m_Material = nif.Add("NiMaterialProperty", std::move(material.Data()));
@@ -220,21 +222,25 @@ namespace {
// An NiTriShape of `mesh` (-1 when it is empty or too big for the format)
int32_t Shape(const std::string& name, const UgcModel::Mesh* mesh, bool transparent) {
if (!mesh || mesh->Empty() || mesh->positions.size() > 65535 || mesh->TriangleCount() > 65535) return -1;
std::vector<int32_t> properties{ m_Material, m_VertexColor };
if (transparent) {
if (m_Alpha < 0) {
Writer alpha;
WriteNet(alpha, -1);
alpha.U16(1 | (6 << 1) | (7 << 5)); // blend source alpha over one minus source alpha
alpha.U8(0);
m_Alpha = m_Nif.Add("NiAlphaProperty", std::move(alpha.Data()));
}
properties.push_back(m_Alpha);
// The properties every shape of the game's own brick models has, in their order: material, alpha (blending
// by the vertex alpha: 1 on opaque bricks), specular (off) and vertex colors
if (m_Alpha < 0) {
Writer alpha;
WriteNet(alpha, -1);
alpha.U16(0x00ED); // blend source alpha over one minus source alpha, as the game's files
alpha.U8(0);
m_Alpha = m_Nif.Add("NiAlphaProperty", std::move(alpha.Data()));
Writer specular;
WriteNet(specular, -1);
specular.U16(0); // off
m_Specular = m_Nif.Add("NiSpecularProperty", std::move(specular.Data()));
}
(void)transparent;
std::vector<int32_t> properties{ m_Material, m_Alpha, m_Specular, m_VertexColor };
const auto shapeBlock = m_Nif.Reserve("NiTriShape");
const auto dataBlock = m_Nif.Add("NiTriShapeData", TriShapeData(*mesh));
Writer tri;
WriteAv(tri, m_Nif.String(name), properties);
WriteAv(tri, m_Nif.String(name), properties, SHAPE_FLAGS);
tri.I32(dataBlock);
tri.I32(-1); // skin instance
tri.U32(0); // materials
@@ -249,6 +255,7 @@ namespace {
int32_t m_Material{ -1 };
int32_t m_VertexColor{ -1 };
int32_t m_Alpha{ -1 };
int32_t m_Specular{ -1 };
};
}

View File

@@ -313,7 +313,10 @@ namespace UgcModel {
normal = length > 0.0f ? normal / length : glm::vec3(0.0f, 1.0f, 0.0f);
}
}
(source.material.alphaBlend ? model.transparent : model.opaque).Append(mesh);
// Blending only shows where something is see-through (the game's brick models blend every shape)
bool seeThrough = source.material.alphaBlend && source.material.alpha < 0.99f;
for (size_t v = 0; source.material.alphaBlend && !seeThrough && v < mesh.colors.size(); v++) seeThrough = mesh.colors[v].a < 0.99f;
(seeThrough ? model.transparent : model.opaque).Append(mesh);
}
return model;
}

View File

@@ -217,8 +217,11 @@ TEST(UgcFormats, NifReadsBack) {
ASSERT_EQ(model->meshes.size(), 2u);
EXPECT_EQ(model->meshes[0].indices.size(), 3u);
EXPECT_EQ(model->meshes[0].colors[0], 255);
EXPECT_FALSE(model->meshes[0].material.alphaBlend);
// Every shape blends by its vertex alpha, as the game's own brick models do
EXPECT_TRUE(model->meshes[0].material.alphaBlend);
EXPECT_EQ(model->meshes[0].colors[3], 255);
EXPECT_TRUE(model->meshes[1].material.alphaBlend);
EXPECT_EQ(UgcModel::FromNif(*model).transparent.TriangleCount(), 1u);
EXPECT_EQ(model->meshes[1].colors[3], 128);
EXPECT_EQ(model->meshes[0].material.vertexColorMode, 2);
EXPECT_TRUE(model->nodes.contains("SceneNode_Model"));