The client's render component sets the object's own position and
rotation on the root node it loads, over the stored ones, so a root's
turn never shows in game (its scale stays). NifFile now reads roots the
same way. LU Toolbox's .nif (root turned 90 degrees about X, the
NiLODNodes turned back) now stands up in icons and the dashboard's
views; every game .nif has an unturned root and reads as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.
The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.
scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.
The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.
scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.
Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.
NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NifFile::ShaderLookFor knows Polished Metal (98), Brushed Steel (99) and
LEGO-Emissive (53). The UGC mesh route sends each mesh's look (from its
multishader tag), and the UGC 3D view draws metal as reflective and glow
unlit. The zone views draw LEGO-Emissive objects going to their vertex
color by its alpha, as the shader does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Shader 94 ("Basic") draws with vertex colors: its class's technique setup
names Technique_Basic_Lighting_VertColor, as 38 "Basic VC" does. The views
treated it as having none, so Nimbus Station's glom pines (tag S84) came
out as their grey texture, white. The other shader looks in use were
checked the same way (33, 35, 37, 70, 82, 84, 105 hold).
- Two layer shaders: NiTexturingProperty's dark texture and the UV set each
texture's flags name are read, and the views draw "Two Layers Blended" as
the dark texture under the base one by the vertex alpha (no longer as
opacity) and "Two Textures Added" as in TwoLayersAdded_PS. Avant Gardens'
snowy grass mounds were see-through hills. The client ships no technique
for the blended ones, so that blend follows the meshes' data.
- The near plane follows how far out the camera is (distance / 400, 0.5 to
20) instead of a fixed 0.5 over a far plane in the thousands, so ground
overlays, floor rings and road pieces stop fighting in far views.
- Conversion format 3 (new model data), so kept conversions are made again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Glom models (multishader) drew their trees, rocks, fences and water white.
Their conversions kept on disk from before meshes carried their multishader
tag were still served (the cache format version was never bumped), so every
part fell back to the LEGO shader, whose texture alpha lays the (mostly grey)
texture over the vertex colors that hold the actual colors. Browsers also
kept those models for a week.
- Bump the conversion format so old conversions are made again, and put it
in the manifests; the viewers add it to model and texture URLs.
- Light scenery as the client's shaders do: the scene's sun and ambient
light from its .lvl (read as level_read_lighting_info, 0x0102f8f0, and
EnvironmentManager::SetLightEnv, 0x01088aa0, do), per vertex, clamped,
instead of the view's own lights, environment map and tone mapping. The
zone takes the lighting most of its objects' scenes have.
- Programmable shaders read vertex colors and ignore NiMaterialProperty's
color and alpha; unlit and untextured shaders (by mapShaders gameValue)
leave out lighting or the texture. Fixed function stays as it was.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new server (dUgcServer, started by master with enable_ugc_server=1) that
takes unprocessed ugc and ugc_modular_build rows from the database and makes
what the client downloads with UGCUSE3DSERVICES: an optimized NIF (hidden
faces removed, ambient occlusion baked into vertex colors) and a 128px DDS
icon for player models, rendered by a software rasterizer from the client's
LDD brick primitives, and icons for cars and rockets assembled from their
modules per ModularBuildComponent/ModuleComponent. It serves them, with the
models' LXFML, over HTTP in the client's UGCC<dc>/3DOPTIMIZED and
IMAGE128DDS layout with .gz and .checksum files, and keeps its folder under
a size cap.
Processing state lives in ugc.is_optimized plus new processed_at,
process_attempts and process_error columns (and the same on
ugc_modular_build). ServiceType::UGC is appended. NifFile moves to dCommon
and records named node transforms for the modules' attach points.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>