它增加了视差

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详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的它增加了视差 Mod,由Spongeman131制作。glorymasa在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: Spongeman131 Mod版本: 1.0 Mod大小: 5.39KB 更新时间: 2020-03-25 03:08:14 发布时间: 2020-03-25 03:08:14

详细说明

自从目前在SE上切面包以来,视差是最好的东西,令我感到惊讶的是,甚至在LE上,也从来没有一种自动化的工具可以为视差实际设置网格。至少,我什么也找不到。



通过一些Googling并参考Kriffin的AllGUD SE中的脚本,我能够将一个脚本拼凑在一起,该脚本可以批量处理网格以向它们添加视差。希望这意味着新的视差版本将包括用于其他mod的网格补丁,因为此脚本消除了创建纹理之外的大部分工作。



它能做什么

设置着色器类型和着色器标志1

自动生成视差纹理路径(请参见功能)

忽略已经设置了着色器类型的块(即非默认值:Environmental,GlowMap等)

这样可以防止删除其他所需的网格效果

忽略具有透明度的块

这些似乎会导致视差问题

忽略没有顶点颜色的块

添加视差会导致形状变得不可见



特征

通过纹理黑名单,您可以基于特定块使用的漫反射纹理来排除它们

无损

选择基于散光或法线生成视差纹理路径

自动处理LE和SE网格(不处理LE网格)

用户友好的界面和日志记录



安装:

将存档解压缩到安装了SSEEdit / xEdit的“编辑脚本”文件夹中。



用法

打开xEdit

加载至少一个插件,以便您可以使用脚本功能

右键点击插件,然后选择“应用脚本”

将脚本更改为“ ItAddsParallax”

按确定

选择网格物体所在的路径以及要将“视差”网格物体保存到的路径

选择如何生成纹理路径

按开始




常问问题

问:您能为LE做这项工作吗?

答:视差的网格(至少大批量)至少有99%来自LE,因此我认为LE nif版本不需要为此移植。我实际上并不知道如何编写Delphi,所以我能够将其组合在一起是一个奇迹,而且我也没有玩过LE,所以我没有动力为此投入更多时间。但是,只要您相信我并链接回此mod,就拥有我的权限才能修改并上传此脚本以在LE中运行。


问:我通过此网格运行了,我有视差纹理和视差着色器修复程序,但是我的网格物体没有效果。

答:您很可能通过ousnius优化器的旧版本运行LE nifs。即使未选中“删除视差”,较旧的版本也会从网格中删除顶点颜色(包括白色)。要使视差在nifs上正常运行,需要使用顶点颜色。再次从LE中获取nif,通过优化程序的最新版本运行它们,确保未选中“ Remove Parallax”,然后在这些新的网格物体上再次运行此脚本。

——————————————————————————————————————————————

With Parallax being the best thing since sliced bread on SE currently, I was surprised there was never some kind of automated tool to actually set up a mesh for parallax, even on LE. Or at least, I couldn't find anything.


With some Googling and referring to the scripts from Kriffin's AllGUD SE, I was able to cobble together a script that can process meshes in batches to add parallax to them. Hopefully this means new parallax releases will include mesh patches for other mods since this script eliminates most of the effort required beyond creating the textures.


What it Does

Sets Shader Type and Shader Flags 1

Automatically generates the parallax texture path (see features)

Ignores blocks where the shader type is already set (ie. non Default: Environmental, GlowMap, etc)

This prevents removing other desired mesh effects

Ignores blocks that have transparency

These seem to cause problems with parallax

Ignores blocks with no vertex colors

Adding parallax to these causes the shape to go invisible



Features

Texture Blacklist allows you to exclude specific blocks from being modified based on the diffuse texture they use

Non-destructive

Choose to generate parallax texture path based on diffuse or normals

Automated handling of LE and SE meshes (won't process LE meshes)

User friendly interface and logging



Installation:
Extract the archive to your "Edit Scripts" folder where SSEEdit/xEdit is installed.


Usage

Open xEdit

Load at least one plugin so you can get to the scripting functions

Right-click on a plugin and select "Apply Script"

Change the script to "ItAddsParallax"

Press OK

Select the paths where your meshes are located and the path where you want your 'parallaxed' meshes to be saved to

Choose how to generate the texture paths

Press Start




FAQ
Q: Can you make this work for LE?
A: 99% of the meshes to be parallaxed (at least in large batches) come from LE, so I see no need to back port this for the LE nif version. I don't actually know how to code Delphi, so it's a miracle I was able to throw this together, and I also don't play LE, so I have no drive to invest more time in this for the purpose of LE. However, you have my permission to modify and upload this script to work in LE so long as you credit me and link back to this mod.

Q: I ran my meshes through this, I have parallax textures and the parallax shader fix, but I'm not getting the effect on my meshes.
A: You most likely ran LE nifs through an old version of ousnius' optimizer. Older versions removed vertex colors (including white) from meshes, even when "Remove Parallax" was unchecked. Vertex colors are required for parallax to function properly on nifs. Go grab the nifs from LE again, run them through the newest version of the optimizer, being sure to keep "Remove Parallax" unchecked, and then run this script on those new meshes again.


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