Commit Graph

10 Commits

Author SHA1 Message Date
Aaron Kimbrell
602acc0fe7 fix(nif): leave out a root node's rotation and translation
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>
2026-09-29 18:13:45 -05:00
Aaron Kimbrell
4bd34dc087 fix(dashboard): 3D views never draw a kept manifest with the game shaders
The game shader views looked up each shader's technique in the manifest's
"techniques". Property scenery manifests are cached by browsers for a day
(world ones for an hour), so after the update a browser drew the property
view from the manifest the older server had sent, which has no
techniques: every shader fell back to LEGO, whose decal texture alpha
laid the see-through tree, rock and water textures over white vertex
colors. Nimbus Isle came out with white trees, rocks and water, a yellow
build surface and a solid white build border.

- Manifest URLs carry the conversion format the views are written for
  (?format=5, scenery-core.js SCENERY_FORMAT), so a kept manifest from
  an older server is never used; SceneryCoreJs checks it matches
  Scenery.cpp FORMAT_VERSION.
- A manifest without techniques (an older server's) is drawn with the
  viewer's own lights and its textureAlpha table instead of every
  shader guessed as LEGO.
- A material whose NiAlphaController animates its alpha is drawn at its
  highest key. The AnimAlpha shaders now use the material alpha, and
  effects resting at 0 in the file (the Venture Explorer's lightning)
  had vanished. Conversion format 5.

Checked by rendering the world view of every zone with models and the
property view of every property template (headless, fixed cameras)
before and after, and the Nimbus Isle property with a manifest stripped
of its techniques, which reproduced the white look.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:24 -05:00
Aaron Kimbrell
5ca91eae6d feat(dashboard): one table of the game's shader techniques for the 3D views
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>
2026-09-28 22:31:24 -05:00
Aaron Kimbrell
d6dd573741 Revert "feat(dashboard): one table of the game's shader techniques for the 3D views"
This reverts commit ee9135437f.
2026-09-28 22:31:22 -05:00
Aaron Kimbrell
e1d36f7dbe feat(dashboard): one table of the game's shader techniques for the 3D views
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>
2026-09-28 22:31:21 -05:00
Aaron Kimbrell
7bba8344fc feat(ugc): glitter flecks (LEGO-AnimUV) and milky satin in made models
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>
2026-09-28 22:31:21 -05:00
Aaron Kimbrell
25e223ce19 feat(dashboard): metal and glow looks in the UGC and zone 3D views
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>
2026-09-28 22:31:18 -05:00
Aaron Kimbrell
b65220b446 fix(dashboard): white pines, see-through hills and fighting surfaces in the 3D views
- 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>
2026-09-28 22:31:18 -05:00
Aaron Kimbrell
c0054d8fa3 fix(dashboard): scenery models keep their colors, lit like the game
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>
2026-09-28 22:31:17 -05:00
Aaron Kimbrell
abf1cc1d80 feat: UGC server that makes and serves player models' meshes and icons
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>
2026-09-28 22:30:57 -05:00