Commit Graph

10 Commits

Author SHA1 Message Date
Aaron Kimbrell
e42fd45c1f feat(dashboard): glitter sparkles and flecks in the UGC 3D views
The UGC page's model view now draws the glitter sparkle shapes (look
SPARKLE) flashing as the client's Distortion Directional shader makes
them: two layers of sparkles sliding at the client's rates (a tile in
24 s at three quarters the scale, a tile in 48 s), shown only where both
have one. Flecks are drawn as flat flakes of the fleck size and varied
brightness (addGlitter in scenery-core.js), no longer drifting (the game
never moves them). The LXFML views (the UGC page's second view, the
property and zone views) draw both on the glitter colors from
window.LDD_GLITTER, which now carries every glitter setting and is no
longer cached, so changing a glitter setting on the settings page
previews on any model's LXFML view without making it again.

Check in the dashboard (not the game): open a glitter model on the UGC
page; both views show still flecks and sparkles flashing on the glitter
bricks only; change glitter_sparkle_amount / glitter_fleck_size in the
settings and reopen the model: the LXFML view follows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:11 -05:00
Aaron Kimbrell
fb7850fb9f 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>
2026-09-29 00:40:10 -05:00
Aaron Kimbrell
f45a21c15f feat(dashboard): the game's own shaders in the world and property 3D views
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.

A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:24 -05:00
Aaron Kimbrell
c3b52545b5 Revert "feat(dashboard): the game's own shaders in the world and property 3D views"
This reverts commit acc4853756.
2026-09-28 22:31:22 -05:00
Aaron Kimbrell
d817697ab2 feat(dashboard): the game's own shaders in the world and property 3D views
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.

A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:22 -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
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
8193e23e53 feat(dashboard): terrain lit by the zone's lights, blending with the scenery
The textured terrain in the world and property 3D views now takes the
lighting the scenery uses (the scene's sun and ambient light, blending as
the focus moves between scenes), as TiledDetailDiffuse_4_PS does: the
blended textures times the diffuse map times two times the clamped vertex
light, times the blend alpha. Until a manifest brings the lighting, the
terrain keeps its own light.

Checked against the client (RAWReadColorandLightMaps 0x0102e3e0 and the
texture map reader at 0x0103aaf0): the game's diffuse map and blend map are
DDS copies of the color and texture maps the views use (same pixels on the
Avant Gardens chunks compared), so the dark patches and the steep drops at
the plateau's edges are in the terrain file itself.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:18 -05:00
Aaron Kimbrell
4034e11229 feat(dashboard): draw generated models in the property 3D view
Player-built models the UGC server made are drawn from their NIF, falling back
to the LXFML; a Generated models switch turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:08 -05:00
Aaron Kimbrell
e213a7aeff feat: web dashboard and playground work
The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:43 -05:00