Dr.MonaLisa wrote: ↑28 Dec 2018, 14:34
That are 5 different Sizes. I think, you can ignore it.
Would be good to use: Tiny, Small, Medium, Large, Huge, Gigantic, etc. in name for those. It presents much better when every single unit has it's unique name (and actually easier if someone reported a crash after clicking one of them). Then we could identify by name faster than checking all 5 models.
Good Idea. Yeah, but is a lot of work. But, yes we can!
Dr.MonaLisa wrote: ↑28 Dec 2018, 14:34
Anyway, could you post two .nif files, before and after edit? AOS and EE2 versions?
Does this modification affect trees animation in any way? Or just dynamic lighting on AOS won't work, but will look the same as on EE2?
I post the Models here, but it is not complicatet. Here is a littel tutorial to this topic. Hope that answers your question.
- TreeAnimation.png (41.14 KiB) Viewed 2142 times
In the Praxis you use a ready original tree from the game, import a model and ignore the ugly resultat. Then edit the transform from the NiTriShape to the right size and apply. The Programm ask you, if will this, because that model have animated or skinned nodes. You make this and than test this model in the game. But ignore the ugly model in Nifskope. The Programm display the model in this nifcaches from EE2 not right, because there have animated nodes. That have me irittated, so that i have fortuitously discoverd this method. But in the praxis, EE2 displayed the tree models fine.
The light thing is very interesting. I think, i can use it for models, there are bad displayed with the light from EE2 AoS.