mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-29 07:57:14 +00:00
fix(ugc): glitter sparkles that move on placed models
Why the glitter never moved: player models (LOT 14) are wrapped in weeblewobble.kfm (RenderComponentWrapper 9845), so the client makes them an LWOSkinnedRenderComponent, whose Run (0x00d6d3d0) updates the scene graph (and so any NiTextureTransformController) only while animation is enabled, and LWOModelBehaviorComponent::EnableAnimation (0x00be2740) turns it off for modelType 2, which every placed property model is. The root flags 0x102 added earlier are only read by the base render component. Nothing in a placed model's .nif can move. What does move: shader classes set globals in their own per-frame Run. Distortion Directional (Ocean) (mapShaders 79, Run 0x010b90c0) slides its texture layers by fixed shares of a tile a second, as the game's own pond ripples (S79__pond_ripplesShape). Glitter bricks now get a sparkle group, S79_GlitterSparkle_Model: their triangles lifted 0.005 off the brick, vertex colors white tinted by the brick, UVs placed per brick, alpha tested (ShaderCommon's alpha test phase, GREATEREQUAL 127), with a stored texture of flat sparkles at alpha 230: one layer's sparkle alone averages under the test, two meeting pass, so sparkles flash and go out as the layers cross. The flecks stay (LEGO-AnimUV, now without the controllers and flags that never ran). The icon and the dashboard's 3D view leave the sparkles out. New settings: shader_glitter_sparkle (79, 0 off), glitter_sparkle_size, glitter_sparkle_amount, glitter_sparkle_tint, glitter_sparkle_brightness; glitter_speed is now how fast sparkles flash (the sparkle tile). Only glitter output changes; non-glitter models are byte-identical. Check in game: reprocess a property with glitter models, then look at them from a few angles and distances, on each graphics quality: - sparkles flash on and off all over the glitter bricks, continuously - no flickering fight between the sparkles and the brick surface - transparent glitter bricks still see-through, flecks still visible - nothing drawn where there is no glitter brick; icons unchanged apart from the flecks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -118,12 +118,6 @@ namespace {
|
||||
// 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;
|
||||
// Nodes and shapes with controllers under them, as the client's own animated files (the AG ocean): the client
|
||||
// updates an object's scene graph every frame only when its root has the selective update bit (0x02;
|
||||
// LWOBaseRenderComponent::Run 0x00d5d770, NiAVObject::GetSelectiveUpdate 0x00413050). Without it the model is
|
||||
// updated once when it loads and its controllers never move.
|
||||
constexpr uint16_t ANIMATED_NODE_FLAGS = 0x102;
|
||||
constexpr uint16_t ANIMATED_SHAPE_FLAGS = 0x1A; // selective update, update property controllers, rigid
|
||||
|
||||
void WriteNet(Writer& out, int32_t name) {
|
||||
out.I32(name);
|
||||
@@ -144,9 +138,40 @@ namespace {
|
||||
out.I32(-1); // collision object
|
||||
}
|
||||
|
||||
// `glitter`: with a UV set projected for the glitter texture (UgcGlitter::Uv), placed by each vertex's brick
|
||||
// (Mesh::brickSeeds) when the glitter is random
|
||||
std::string TriShapeData(const UgcModel::Mesh& mesh, const UgcGlitter::Params* glitter = nullptr) {
|
||||
// A glitter texture's UV set for `mesh` (UgcGlitter::Uv), placed by each vertex's brick (Mesh::brickSeeds) when
|
||||
// the glitter is random; empty without normals
|
||||
std::vector<glm::vec2> GlitterUvs(const UgcModel::Mesh& mesh, const UgcGlitter::Params& glitter, UgcGlitter::eLayer layer) {
|
||||
std::vector<glm::vec2> uvs;
|
||||
if (mesh.normals.size() != mesh.positions.size()) return uvs;
|
||||
const float tile = layer == UgcGlitter::eLayer::SPARKLES ? glitter.SparkleTile() : glitter.tile;
|
||||
uvs.reserve(mesh.positions.size());
|
||||
for (size_t v = 0; v < mesh.positions.size(); v++) {
|
||||
const uint32_t seed = glitter.random && v < mesh.brickSeeds.size() ? mesh.brickSeeds[v] : 0;
|
||||
uvs.push_back(UgcGlitter::Uv(mesh.positions[v], mesh.normals[v], tile, seed, layer));
|
||||
}
|
||||
return uvs;
|
||||
}
|
||||
|
||||
// The sparkles over a glitter mesh: the same triangles lifted off it along the normals (UgcGlitter::SPARKLE_LIFT),
|
||||
// their vertex colors the sparkles' (UgcGlitter::SparkleColor)
|
||||
UgcModel::Mesh SparkleMesh(const UgcModel::Mesh& mesh, const UgcGlitter::Params& glitter) {
|
||||
UgcModel::Mesh out;
|
||||
out.positions = mesh.positions;
|
||||
out.normals = mesh.normals;
|
||||
out.brickSeeds = mesh.brickSeeds;
|
||||
out.indices = mesh.indices;
|
||||
if (out.normals.size() == out.positions.size()) {
|
||||
for (size_t v = 0; v < out.positions.size(); v++) out.positions[v] += out.normals[v] * UgcGlitter::SPARKLE_LIFT;
|
||||
}
|
||||
out.colors.reserve(mesh.positions.size());
|
||||
for (size_t v = 0; v < mesh.positions.size(); v++) {
|
||||
out.colors.push_back(UgcGlitter::SparkleColor(v < mesh.colors.size() ? mesh.colors[v] : glm::vec4(1.0f), glitter));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
// `uvs`: a UV set (one per vertex), none when empty
|
||||
std::string TriShapeData(const UgcModel::Mesh& mesh, const std::vector<glm::vec2>& uvSet = {}) {
|
||||
Writer out;
|
||||
const auto count = static_cast<uint16_t>(mesh.positions.size());
|
||||
out.I32(0); // group ID
|
||||
@@ -163,7 +188,7 @@ namespace {
|
||||
max = glm::max(max, p);
|
||||
}
|
||||
const bool normals = mesh.normals.size() == mesh.positions.size();
|
||||
const bool uvs = glitter && normals;
|
||||
const bool uvs = !uvSet.empty() && uvSet.size() == mesh.positions.size();
|
||||
out.U16(uvs ? 1 : 0); // data flags: the number of UV sets, no tangents
|
||||
out.U8(normals ? 1 : 0);
|
||||
if (normals) {
|
||||
@@ -191,9 +216,7 @@ namespace {
|
||||
}
|
||||
}
|
||||
if (uvs) {
|
||||
for (size_t v = 0; v < mesh.positions.size(); v++) {
|
||||
const uint32_t seed = glitter->random && v < mesh.brickSeeds.size() ? mesh.brickSeeds[v] : 0;
|
||||
const auto uv = UgcGlitter::Uv(mesh.positions[v], mesh.normals[v], glitter->tile, seed);
|
||||
for (const auto& uv : uvSet) {
|
||||
out.Float(uv.x);
|
||||
out.Float(uv.y);
|
||||
}
|
||||
@@ -244,53 +267,11 @@ namespace {
|
||||
}
|
||||
|
||||
/**
|
||||
* The glitter groups' NiTexturingProperty (made once a file), as the client's own animated textures have it
|
||||
* (res/mesh/env/env_ag_ocean-maelstrom.nif): the base map wrapping, with a texture transform (Maya method,
|
||||
* center 0.5), its source stored in the file, and NiTextureTransformControllers on the property looping the
|
||||
* transform's translation (flags 0x48: active, looping, app time; frequency 1) through an NiFloatInterpolator
|
||||
* and linear NiFloatData from 0 to 1 tile. The client's NifHasAnimatedControllers (0x00bf4160) finds the
|
||||
* property's first controller and marks the object animated. Apply mode decal: what fixed function would do
|
||||
* with it is what the shader does (the texture over the vertex color by its alpha, the vertex alpha kept).
|
||||
* An NiSourceTexture stored in the file, as the client's own stored textures (res/mesh/env/env_ag_ocean-maelstrom.nif):
|
||||
* white, `alpha` its mipmaps' alpha (UgcGlitter::Mipmaps, the first the full size), 32-bit (B, G, R, A),
|
||||
* NiPersistentSrcTextureRendererData for DX9.
|
||||
*/
|
||||
int32_t GlitterTexturing(const UgcGlitter::Params& glitter) {
|
||||
if (m_Glitter >= 0) return m_Glitter;
|
||||
m_Glitter = m_Nif.Reserve("NiTexturingProperty");
|
||||
std::vector<std::pair<uint32_t, float>> motions; // TexTransform (0 translate U, 1 translate V), seconds a tile
|
||||
if (glitter.PeriodU() > 0.0f) motions.emplace_back(0, glitter.PeriodU());
|
||||
if (glitter.PeriodV() > 0.0f) motions.emplace_back(1, glitter.PeriodV());
|
||||
std::vector<int32_t> controllers;
|
||||
for (size_t i = 0; i < motions.size(); i++) controllers.push_back(m_Nif.Reserve("NiTextureTransformController"));
|
||||
for (size_t i = 0; i < motions.size(); i++) {
|
||||
const auto [operation, period] = motions[i];
|
||||
Writer data;
|
||||
data.U32(2); // keys
|
||||
data.U32(1); // linear
|
||||
data.Float(0.0f);
|
||||
data.Float(0.0f);
|
||||
data.Float(period);
|
||||
data.Float(1.0f);
|
||||
const auto interpolator = m_Nif.Reserve("NiFloatInterpolator");
|
||||
const auto dataBlock = m_Nif.Add("NiFloatData", std::move(data.Data()));
|
||||
Writer value;
|
||||
value.Float(0.0f);
|
||||
value.I32(dataBlock);
|
||||
m_Nif.Fill(interpolator, std::move(value.Data()));
|
||||
Writer controller;
|
||||
controller.I32(i + 1 < controllers.size() ? controllers[i + 1] : -1); // next controller
|
||||
controller.U16(0x48); // active, loop, app time (as the client's files)
|
||||
controller.Float(1.0f); // frequency
|
||||
controller.Float(0.0f); // phase
|
||||
controller.Float(0.0f); // start
|
||||
controller.Float(period); // stop
|
||||
controller.I32(m_Glitter); // target
|
||||
controller.I32(interpolator);
|
||||
controller.U8(0); // not a shader map
|
||||
controller.U32(0); // the base map
|
||||
controller.U32(operation);
|
||||
m_Nif.Fill(controllers[i], std::move(controller.Data()));
|
||||
}
|
||||
|
||||
// The texture: white, its alpha the flecks, mipmapped, 32-bit as the client's stored textures are (B, G, R, A)
|
||||
int32_t StoredTexture(const std::string& name, const std::vector<std::vector<uint8_t>>& mipmaps) {
|
||||
const auto source = m_Nif.Reserve("NiSourceTexture");
|
||||
Writer pixels;
|
||||
pixels.U32(1); // RGBA
|
||||
@@ -307,14 +288,13 @@ namespace {
|
||||
pixels.U8(0); // unsigned
|
||||
}
|
||||
pixels.I32(-1); // palette
|
||||
const auto mipmaps = UgcGlitter::Mipmaps(UgcGlitter::FleckAlpha(glitter.flecks));
|
||||
pixels.U32(static_cast<uint32_t>(mipmaps.size()));
|
||||
pixels.U32(4); // bytes per pixel
|
||||
uint32_t offset = 0;
|
||||
const auto side = static_cast<uint32_t>(std::lround(std::sqrt(static_cast<double>(mipmaps.empty() ? 0 : mipmaps[0].size()))));
|
||||
for (size_t level = 0; level < mipmaps.size(); level++) {
|
||||
const uint32_t side = static_cast<uint32_t>(UgcGlitter::TEXTURE_SIZE) >> level;
|
||||
pixels.U32(side);
|
||||
pixels.U32(side);
|
||||
pixels.U32(side >> level);
|
||||
pixels.U32(side >> level);
|
||||
pixels.U32(offset);
|
||||
offset += static_cast<uint32_t>(mipmaps[level].size()) * 4;
|
||||
}
|
||||
@@ -334,7 +314,7 @@ namespace {
|
||||
Writer texture;
|
||||
WriteNet(texture, -1);
|
||||
texture.U8(0); // stored in the file
|
||||
texture.I32(m_Nif.String("ugc_glitter.dds"));
|
||||
texture.I32(m_Nif.String(name));
|
||||
texture.I32(pixelData);
|
||||
texture.U32(6); // pixel layout: default
|
||||
texture.U32(2); // mipmaps: default
|
||||
@@ -343,35 +323,65 @@ namespace {
|
||||
texture.U8(0); // direct render
|
||||
texture.U8(1); // persist render data
|
||||
m_Nif.Fill(source, std::move(texture.Data()));
|
||||
return source;
|
||||
}
|
||||
|
||||
/**
|
||||
* An NiTexturingProperty with only a base map, `source`: wrapping in S and T, trilinear, UV set 0; with an
|
||||
* identity texture transform (Maya method, center 0.5) when `transform` (what LEGO-AnimUV multiplies the UVs
|
||||
* by, TEXTRANSFORMBASE). No controllers: nothing updates a placed player model, see UgcGlitter.h.
|
||||
*/
|
||||
int32_t Texturing(int32_t source, uint16_t applyMode, bool transform) {
|
||||
Writer texturing;
|
||||
texturing.I32(-1); // name
|
||||
texturing.U32(0); // extra data
|
||||
texturing.I32(controllers.empty() ? -1 : controllers[0]);
|
||||
texturing.U16(1 << 1); // apply mode decal
|
||||
texturing.I32(-1); // controller
|
||||
texturing.U16(applyMode);
|
||||
texturing.U32(9); // texture slots
|
||||
texturing.U8(1); // base map
|
||||
texturing.I32(source);
|
||||
texturing.U16(0x3200); // wrap S and T, trilinear, UV set 0
|
||||
texturing.U8(1); // texture transform
|
||||
texturing.Float(0.0f); // translation
|
||||
texturing.Float(0.0f);
|
||||
texturing.Float(1.0f); // scale
|
||||
texturing.Float(1.0f);
|
||||
texturing.Float(0.0f); // rotation
|
||||
texturing.U32(2); // Maya
|
||||
texturing.Float(0.5f); // center
|
||||
texturing.Float(0.5f);
|
||||
texturing.U8(transform ? 1 : 0);
|
||||
if (transform) {
|
||||
texturing.Float(0.0f); // translation
|
||||
texturing.Float(0.0f);
|
||||
texturing.Float(1.0f); // scale
|
||||
texturing.Float(1.0f);
|
||||
texturing.Float(0.0f); // rotation
|
||||
texturing.U32(2); // Maya
|
||||
texturing.Float(0.5f); // center
|
||||
texturing.Float(0.5f);
|
||||
}
|
||||
for (int slot = 1; slot < 9; slot++) texturing.U8(0); // dark, detail, gloss, glow, bump, normal, parallax, decal
|
||||
texturing.U32(0); // shader maps
|
||||
m_Nif.Fill(m_Glitter, std::move(texturing.Data()));
|
||||
return m_Nif.Add("NiTexturingProperty", std::move(texturing.Data()));
|
||||
}
|
||||
|
||||
// The glitter groups' NiTexturingProperty (made once a file): the fleck texture, apply mode decal (what fixed
|
||||
// function would do with it is what LEGO-AnimUV does: the texture over the vertex color by its alpha, the
|
||||
// vertex alpha kept), with the texture transform LEGO-AnimUV reads
|
||||
int32_t GlitterTexturing(const UgcGlitter::Params& glitter) {
|
||||
if (m_Glitter < 0) m_Glitter = Texturing(StoredTexture("ugc_glitter.dds", UgcGlitter::Mipmaps(UgcGlitter::FleckAlpha(glitter.flecks))), 1 << 1, true);
|
||||
return m_Glitter;
|
||||
}
|
||||
|
||||
// The sparkle group's NiTexturingProperty (made once a file): the sparkle texture (its first two mipmaps keeping
|
||||
// the sparkles' alpha), apply mode replace and no transform, as the client's own Distortion Directional shapes
|
||||
// (S79__pond_ripplesShape, res/mesh/env/env_won_gnar_croc_pondfx.nif)
|
||||
int32_t SparkleTexturing(const UgcGlitter::Params& glitter) {
|
||||
if (m_Sparkle < 0) m_Sparkle = Texturing(StoredTexture("ugc_sparkle.dds", UgcGlitter::Mipmaps(UgcGlitter::SparkleAlpha(glitter), 2)), 0, false);
|
||||
return m_Sparkle;
|
||||
}
|
||||
|
||||
enum class eKind : uint8_t { PLAIN, GLITTER, SPARKLE };
|
||||
|
||||
// An NiTriShape of `mesh` (-1 when it is empty or too big for the format); `emissive`: its material's
|
||||
// emissive color, 0 for the shared material without one; `glitter`: with the glitter texture
|
||||
int32_t Shape(const std::string& name, const UgcModel::Mesh* mesh, bool transparent, float emissive = 0.0f, const UgcGlitter::Params* glitter = nullptr) {
|
||||
// emissive color, 0 for the shared material without one; `glitter`: with the glitter texture (GLITTER) or
|
||||
// as sparkles over it (SPARKLE)
|
||||
int32_t Shape(const std::string& name, const UgcModel::Mesh* mesh, bool transparent, float emissive = 0.0f, const UgcGlitter::Params* glitter = nullptr,
|
||||
eKind kind = eKind::PLAIN) {
|
||||
if (!mesh || mesh->Empty() || mesh->positions.size() > 65535 || mesh->TriangleCount() > 65535) return -1;
|
||||
if (!glitter) kind = eKind::PLAIN;
|
||||
// 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) {
|
||||
@@ -390,7 +400,7 @@ namespace {
|
||||
// transparent brick is drawn solid, with blending off. The game's own brick models give their S01_Alpha
|
||||
// shapes 0.9999, and so do we (made once a file, only when there is a transparent shape).
|
||||
int32_t material = m_Material;
|
||||
if (transparent) {
|
||||
if (transparent && kind != eKind::SPARKLE) {
|
||||
if (m_MaterialAlpha < 0) m_MaterialAlpha = m_Nif.Add("NiMaterialProperty", Material(0.0f, 0.9999f));
|
||||
material = m_MaterialAlpha;
|
||||
}
|
||||
@@ -399,13 +409,31 @@ namespace {
|
||||
if (added) it->second = m_Nif.Add("NiMaterialProperty", Material(emissive));
|
||||
material = it->second;
|
||||
}
|
||||
std::vector<int32_t> properties{ material, m_Alpha, m_Specular, m_VertexColor };
|
||||
if (glitter) properties.push_back(GlitterTexturing(*glitter));
|
||||
int32_t alpha = m_Alpha;
|
||||
if (kind == eKind::SPARKLE && m_AlphaTest < 0) {
|
||||
// Alpha tested: ShaderCommon::GetAlphaFlags puts a shape whose NiAlphaProperty has the test bit (0x200) in
|
||||
// the alpha test phase, whose own states test GREATEREQUAL 127 without blending (the flags and
|
||||
// threshold here say the same for anything else reading the file)
|
||||
Writer test;
|
||||
WriteNet(test, -1);
|
||||
test.U16(0x0200 | (6 << 10)); // test, GREATEREQUAL
|
||||
test.U8(127);
|
||||
m_AlphaTest = m_Nif.Add("NiAlphaProperty", std::move(test.Data()));
|
||||
}
|
||||
if (kind == eKind::SPARKLE) alpha = m_AlphaTest;
|
||||
std::vector<int32_t> properties{ material, alpha, m_Specular, m_VertexColor };
|
||||
if (kind == eKind::GLITTER) properties.push_back(GlitterTexturing(*glitter));
|
||||
if (kind == eKind::SPARKLE) properties.push_back(SparkleTexturing(*glitter));
|
||||
const auto shapeBlock = m_Nif.Reserve("NiTriShape");
|
||||
const auto dataBlock = m_Nif.Add("NiTriShapeData", TriShapeData(*mesh, glitter));
|
||||
std::string data;
|
||||
if (kind == eKind::GLITTER) data = TriShapeData(*mesh, GlitterUvs(*mesh, *glitter, UgcGlitter::eLayer::FLECKS));
|
||||
else if (kind == eKind::SPARKLE) {
|
||||
const auto sparkles = SparkleMesh(*mesh, *glitter);
|
||||
data = TriShapeData(sparkles, GlitterUvs(*mesh, *glitter, UgcGlitter::eLayer::SPARKLES));
|
||||
} else data = TriShapeData(*mesh);
|
||||
const auto dataBlock = m_Nif.Add("NiTriShapeData", std::move(data));
|
||||
Writer tri;
|
||||
const bool animated = glitter && (glitter->PeriodU() > 0.0f || glitter->PeriodV() > 0.0f);
|
||||
WriteAv(tri, m_Nif.String(name), properties, animated ? ANIMATED_SHAPE_FLAGS : SHAPE_FLAGS);
|
||||
WriteAv(tri, m_Nif.String(name), properties, SHAPE_FLAGS);
|
||||
tri.I32(dataBlock);
|
||||
tri.I32(-1); // skin instance
|
||||
tri.U32(0); // materials
|
||||
@@ -421,9 +449,11 @@ namespace {
|
||||
int32_t m_MaterialAlpha{ -1 }; // transparent shapes' (alpha 0.9999)
|
||||
int32_t m_VertexColor{ -1 };
|
||||
int32_t m_Alpha{ -1 };
|
||||
int32_t m_AlphaTest{ -1 }; // the sparkles' (alpha tested)
|
||||
int32_t m_Specular{ -1 };
|
||||
std::map<float, int32_t> m_Emissive; // emissive color -> its material
|
||||
int32_t m_Glitter{ -1 }; // the glitter groups' NiTexturingProperty
|
||||
int32_t m_Sparkle{ -1 }; // the sparkle group's
|
||||
};
|
||||
}
|
||||
|
||||
@@ -446,12 +476,9 @@ namespace UgcFormats {
|
||||
const int32_t root = nif.Reserve("NiNode");
|
||||
SharedProperties properties(nif);
|
||||
std::vector<int32_t> groupBlocks;
|
||||
bool anyAnimated = false;
|
||||
for (const auto& group : groups) {
|
||||
if (group.lods.empty()) continue;
|
||||
const bool animated = group.glitter && (group.glitter->PeriodU() > 0.0f || group.glitter->PeriodV() > 0.0f);
|
||||
anyAnimated = anyAnimated || animated;
|
||||
const auto nodeFlags = animated ? ANIMATED_NODE_FLAGS : NODE_FLAGS;
|
||||
const auto kind = group.sparkle ? SharedProperties::eKind::SPARKLE : group.glitter ? SharedProperties::eKind::GLITTER : SharedProperties::eKind::PLAIN;
|
||||
const auto lodNode = nif.Reserve("NiLODNode");
|
||||
std::vector<int32_t> levels;
|
||||
Writer ranges;
|
||||
@@ -461,16 +488,16 @@ namespace UgcFormats {
|
||||
const auto level = nif.Reserve("NiNode");
|
||||
std::vector<int32_t> shapes;
|
||||
for (const auto* piece : lod.pieces) {
|
||||
const auto block = properties.Shape(group.name, piece, group.transparent, group.emissive, group.glitter);
|
||||
const auto block = properties.Shape(group.name, piece, group.transparent, group.emissive, group.glitter, kind);
|
||||
if (block >= 0) shapes.push_back(block);
|
||||
}
|
||||
nif.Fill(level, NodeData(nif.String(lod.name), shapes, nodeFlags));
|
||||
nif.Fill(level, NodeData(nif.String(lod.name), shapes));
|
||||
levels.push_back(level);
|
||||
ranges.Float(lod.nearDistance);
|
||||
ranges.Float(lod.farDistance);
|
||||
}
|
||||
const auto rangeData = nif.Add("NiRangeLODData", std::move(ranges.Data()));
|
||||
auto data = NodeData(nif.String(group.name), levels, nodeFlags);
|
||||
auto data = NodeData(nif.String(group.name), levels);
|
||||
Writer lod;
|
||||
lod.Raw(data);
|
||||
lod.U16(3); // switch flags: update only the active child, and controllers (as the game's own files)
|
||||
@@ -479,7 +506,7 @@ namespace UgcFormats {
|
||||
nif.Fill(lodNode, std::move(lod.Data()));
|
||||
groupBlocks.push_back(lodNode);
|
||||
}
|
||||
nif.Fill(root, NodeData(nif.String(rootName), groupBlocks, anyAnimated ? ANIMATED_NODE_FLAGS : NODE_FLAGS));
|
||||
nif.Fill(root, NodeData(nif.String(rootName), groupBlocks));
|
||||
return nif.Finish(root);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user