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Half-precision float issue of meshes in FO4 and SSE


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Yeah weights and UV data are store in half-float format in BSTrishape, making weights and UV somehow distorted or even overlaped if mesh polygen is dense enough when exporting or converting. 

But, theoretically, it seems possible to fix, or at least reduce the distortion by hand typing in nifskope, copying decimal float data in UI to NiskinPartion under BSTrishape. 

 

So if i'm not daydreaming, is it possible for a command-line execution with Nifskope source with export and import external vertex arrays to mend weights and UV, using data from FBX or NitriShapeData?

 

 

Personally I would offer some coins$ for this efforts. Hopefully there'are others with the same idea. 

 

 

Edit: Keep the daydream myself due to https://www.afkmods.com/index.php?/topic/4136-nifskope-20-dev/page/10/ 

Hopefully Starfield will get rid of this fastfood mesh treatment.

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