TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 I'm using 3.0.0 and I never load mipmaps. I always generate new ones, even if I'm just recompressing a texture. Something I read once. Edit: Won't let me load the mipmaps either.
cminnow Posted January 5, 2018 Posted January 5, 2018 10 minutes ago, TheWilloughbian said: I'm using 3.0.0 and I never load mipmaps. I always generate new ones, even if I'm just recompressing a texture. Something I read once. Edit: Won't let me load the mipmaps either. Okay. So I should re-save it and select the options for generate mipmaps and DXT5 compression. What DXT5 format should I use? RXGB?
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 I always use default. I select "BC3/DXT5" from the top dropdown. Never had and issue.
cminnow Posted January 6, 2018 Posted January 6, 2018 4 hours ago, TheWilloughbian said: I always use default. I select "BC3/DXT5" from the top dropdown. Never had and issue. Got it. Thanks. Works perfectly now.
TheWilloughbian Posted January 6, 2018 Posted January 6, 2018 Sure thing. I enjoyed working with you. We made good progress. I'll have a video of where I'm at when I'm done tweaking.
TheWilloughbian Posted January 6, 2018 Posted January 6, 2018 So here where I'm at so far. The armor is 9204 DS Herald by Team TAL. The cloak is from prZ's SMP Cloaks. I'd like to convert the cloak mesh that came with the Herald armor, from PE to SMP, but my skills are not yet that advanced. I have been tweaking settings in the XML to get the cloak mesh to calm down a little. It was rather lively when I started. I'm happy with the progress I have made. The cape gets badly tangled fairly often and the only way I have found to fix it is to un-equip and re-equip. I'm guessing it has something to do with linear and angular stiffness, but I haven't gotten that far down the list yet. If anyone knows of some kind of glossary of SMP terms, it would be a big help. For instance: What does restitution do? 1
DykkenTomb Posted January 6, 2018 Posted January 6, 2018 6 hours ago, cminnow said: Yeah, I could't open it in GIMP even with a DDS plugin like the other cloak textures. What do you need to do to fix it? I used gimp-dds-win64-3.0.1. edit: Actually, was able to open it but had to uncheck minmaps. Do you have a tutorial I could use to alter the textures and update them in gimp? I'm asking because I have the win64 dds plugin for gimp installed and can use textures and design them, but it would be helpful if I could find a tutorial to fix it up. Especially for any weapons or capes.
Guest Posted January 6, 2018 Posted January 6, 2018 16 hours ago, ousnius said: Do you have any technical reason on why per-vertex is faster than per-triangle? I was thinking that vertex collision is actually more accurate, as it has more points to draw from. If it's true that per-vertex is faster and still remotely accurate, I can change the body to per-vertex. I also asked someone to change the prenetration of the labia from 1 to 0 and he said that fixed some things for him. "btBvhTriangleMeshShape is a shape intended for static objects only, and doesn't support collisions with itself(as static objects aren't supposed to collide with other static objects). To get around this you either need to set up your application to use GImpact(in the Bullet extras folder) and use that for your model if you REALLY, REALLY need your player model to be simulated with a triangle mesh, or you could use a sphere/cylinder and get decent framerates. There is a considerable performance hit when using GImpact. You could also use a compound shape as long as you keep it reasonable. " Body as per triangle is totally fine. You need to remember that hdt smp is a plugin designed mainly for clothing and hairs(funny that it doesnt support hairs until today :D), not for genitalia and stuff like that. Hydro told in the beginning that triangle to triangle collisions are highly inefficient and therefore you have to avoid them if you want to maintain performance. Also, if You have a vagina which is triangle and the dick is vertex its enough to get good results cause you dont have any deformations on the penis itself. same is for hands and breast, why would you do triangle hands? you can read something about it here http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Shapes http://bulletphysics.org/Bullet/BulletFull/classbtTriangleIndexVertexArray.html http://bulletphysics.org/Bullet/BulletFull/classbtBvhTriangleMeshShape.html "The most serious one was that btBvhTriangleMesh cannot create an optimized bvh if you create it with a btTriangleIndexVertexArray with multiple btIndexMesh objects in it." Furthermore, i would recommend you to add VirtualGround even to the body so the character can have collision to the ground in f.e. animation when on ground and stuff.
Guest Posted January 6, 2018 Posted January 6, 2018 7 hours ago, TheWilloughbian said: So here where I'm at so far. The armor is 9204 DS Herald by Team TAL. The cloak is from prZ's SMP Cloaks. I'd like to convert the cloak mesh that came with the Herald armor, from PE SMP, but my skills are not yet that advanced. I have been tweaking settings in the XML to get the cloak mesh to calm down a little. It was rather lively when I started. I'm happy with the progress I have made. The cape gets badly tangled fairly often and the only way I have found to fix it is to un-equip and re-equip. I'm guessing it has something to do with linear and angular stiffness, but I haven't gotten that far down the list yet. If anyone knows of some kind of glossary of SMP terms, it would be a big help. For instance: What does restitution do? rtfm. i made a sticky post in the hdt section explaining all parameters of hdt smp and other stuff. https://www.loverslab.com/topic/86382-hdtskinnedmeshphysics-explainedlatest-binarys/ wtf is pe smp i actually had some troubles with capes so if you set stiffness to high it will bend over and get stucked, capes are pretty problematic. if i remember right ledo4ek made a good cape xml somewhere in the smp thread over at the le section.
Guest Posted January 6, 2018 Posted January 6, 2018 15 hours ago, TheWilloughbian said: I have my pc set up weird. I'm in the states but I wanted cortona to have that sexy English accent, so played with some settings. Does some funny stuff every now and then. As for the legs it turned out to be the xml needed a couple of lines. <bone name="NPC R Breast"/> <bone name="NPC R Breast01"/> <bone name="NPC L Breast"/> <bone name="NPC L Breast01"/> <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R Pauldron"/> <bone name="NPC L Pauldron"/> <bone name="NPC Head [Head]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="Bone001"/> <bone name="Bone011"/> <bone name="Bone021"/> <bone name="Bone031"/> <bone name="Bone041"/> <bone name="Bone051"/> I added the lines for the calfs and all was good. I'm not much of a coder, but I've picked up enough too be able to understand what I'm reading a little. I'll send prZ a pm and see if he minds me sharing the edited xml. this is only the list of kinematic bones, aka bones that are not affected by physics, also the roots of parented notes need to be listed here. i guess you want stop clip the cape through the legs? then you need to add legs to the cape nif. open the cape nif, copy paste the cbbe shape in there and rename it to baseshapeB. it will be used as proxy object. open the xml and add a entry for baseshapeB and make it collide with the cape but nothing else. voila the cape stops clipping thorugh the legs. like its done here.
Guest Posted January 6, 2018 Posted January 6, 2018 15 hours ago, cminnow said: Duh. You're a genius. The physics work with the nodes or "bones" that are part of the cloak mesh as referenced by the cloak xml. What you did was add the names of the bones that are part of the hidden body mesh to the cloak xml so the cloak can interact with it. Smart cookie! I wonder if it's possible to add the bones from the ACTUAL body mesh. That would be amazing. for what reason this would be amazing?
ousnius Posted January 6, 2018 Posted January 6, 2018 4 hours ago, prZ said: "btBvhTriangleMeshShape is a shape intended for static objects only, and doesn't support collisions with itself(as static objects aren't supposed to collide with other static objects). To get around this you either need to set up your application to use GImpact(in the Bullet extras folder) and use that for your model if you REALLY, REALLY need your player model to be simulated with a triangle mesh, or you could use a sphere/cylinder and get decent framerates. There is a considerable performance hit when using GImpact. You could also use a compound shape as long as you keep it reasonable. " Body as per triangle is totally fine. You need to remember that hdt smp is a plugin designed mainly for clothing and hairs(funny that it doesnt support hairs until today :D), not for genitalia and stuff like that. Hydro told in the beginning that triangle to triangle collisions are highly inefficient and therefore you have to avoid them if you want to maintain performance. Also, if You have a vagina which is triangle and the dick is vertex its enough to get good results cause you dont have any deformations on the penis itself. same is for hands and breast, why would you do triangle hands? you can read something about it here http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Shapes http://bulletphysics.org/Bullet/BulletFull/classbtTriangleIndexVertexArray.html http://bulletphysics.org/Bullet/BulletFull/classbtBvhTriangleMeshShape.html "The most serious one was that btBvhTriangleMesh cannot create an optimized bvh if you create it with a btTriangleIndexVertexArray with multiple btIndexMesh objects in it." Furthermore, i would recommend you to add VirtualGround even to the body so the character can have collision to the ground in f.e. animation when on ground and stuff. Thanks for the info. I might add virtual collision meshes to the special body later on, but for now I want to get it working good enough without. I will be making the body and labia per-triangle and everything else (head, hands, penis etc.) per-vertex.
TheWilloughbian Posted January 6, 2018 Posted January 6, 2018 4 hours ago, prZ said: wtf is pe smp A glaringly bad typo.
TheWilloughbian Posted January 6, 2018 Posted January 6, 2018 4 hours ago, prZ said: this is only the list of kinematic bones, aka bones that are not affected by physics, also the roots of parented notes need to be listed here. i guess you want stop clip the cape through the legs? then you need to add legs to the cape nif. I wanted to stop her legs from sinking through the floor like in the earlier video I posted https://youtu.be/meduQpL_TMk. That particular cape in your mod has no collision with any body. The others do, just that one doesn't. Anyhow, adding those lines for the calves did the trick. I don't really know what I'm doing. I'm just guessing and trying to learn from my mistakes. "Trying" being the operative word here.
TheWilloughbian Posted January 6, 2018 Posted January 6, 2018 4 hours ago, prZ said: rtfm. i made a sticky post in the hdt section explaining all parameters of hdt smp and other stuff. https://www.loverslab.com/topic/86382-hdtskinnedmeshphysics-explainedlatest-binarys/ Oh, yes I have been reading tutorials.
ousnius Posted January 6, 2018 Posted January 6, 2018 Updated the config files on the CBBE SSE mod page. Reworked all parameters and trying some performance improvements. https://www.nexusmods.com/skyrimspecialedition/mods/198 1
Guest Posted January 6, 2018 Posted January 6, 2018 1 hour ago, ousnius said: Updated the config files on the CBBE SSE mod page. Reworked all parameters and trying some performance improvements. https://www.nexusmods.com/skyrimspecialedition/mods/198 Keep in mind that once hairs is a thing you will need to rework the breast completely if you're not using proxies. I recommend you to test always with hairwogs to get there right restitution and friction settings. This is mostly why I used capsules for the breast cause I was to lazy to do it that precise. also notice that the results of smp may vary from user to user cause it's bound to many setup-specific points as calculation speed frametime and stuff. If you need help at something feel free to ask.
ousnius Posted January 6, 2018 Posted January 6, 2018 35 minutes ago, prZ said: Keep in mind that once hairs is a thing you will need to rework the breast completely if you're not using proxies. I recommend you to test always with hairwogs to get there right restitution and friction settings. This is mostly why I used capsules for the breast cause I was to lazy to do it that precise. also notice that the results of smp may vary from user to user cause it's bound to many setup-specific points as calculation speed frametime and stuff. If you need help at something feel free to ask. Do you have a link to a long SMP wig that covers the breasts so I can try? Bear in mind that CBBE SSE has more triangles than CBBE or UUNP, so I may not need proxies, if I can get remotely working values.
Guest Posted January 6, 2018 Posted January 6, 2018 1 hour ago, ousnius said: Do you have a link to a long SMP wig that covers the breasts so I can try? Bear in mind that CBBE SSE has more triangles than CBBE or UUNP, so I may not need proxies, if I can get remotely working values. of course, there you go. i used metropolis mostly for testing. the problem is that the hairs have a mass too and then they will push on the breast while the breast push them, pretty small line to walk on if you want good results you need to pay attention to the restitution value. or use proxies so the breast move free from the hair, so the hair collides to the invisible shape instead to the breast. its not impossible, only challenging KS Wigs HDTSMP_1.rar KS Wigs HDTSMP_2.rar You will need the main mod KS hdt wigs from nexus for this.
Guest Posted January 6, 2018 Posted January 6, 2018 There is one more thing all of you guys should notice before you start to work and put hours in tweaking xmls, in the last update hydro made for skyrim le sse there was a parameter called "wind" which is used for directional gravity with variable strength added in the configs.xml which is now missing. It totally messed up the behavior of the xmls. Chances are high that it will be re-added for sse smp at a point, then you will need to restart all over again. Due to the fact that virtualground was only needed in the early 2016 dlls and wind is missing now I guess she used a older version of smp as start for sse. Things will change in the time.
ousnius Posted January 6, 2018 Posted January 6, 2018 1 hour ago, prZ said: of course, there you go. i used metropolis mostly for testing. the problem is that the hairs have a mass too and then they will push on the breast while the breast push them, pretty small line to walk on if you want good results you need to pay attention to the restitution value. or use proxies so the breast move free from the hair, so the hair collides to the invisible shape instead to the breast. its not impossible, only challenging KS Wigs HDTSMP_1.rar KS Wigs HDTSMP_2.rar You will need the main mod KS hdt wigs from nexus for this. I had to change all the floats from using , to . Why did anyone ever decide to use commas in XML files? Points should be the global standard and be able to be read on all operating systems. Seems like running my SSE NIF Optimizer on them broke the collision for some of them. They had multiple NiTriShapes with the same name in their NIF files, this isn't allowed by the engine so the optimizer renames them. Gotta add the second shape to the XMLs as a collision shape now. 1
cminnow Posted January 6, 2018 Posted January 6, 2018 56 minutes ago, prZ said: There is one more thing all of you guys should notice before you start to work and put hours in tweaking xmls, in the last update hydro made for skyrim le sse there was a parameter called "wind" which is used for directional gravity with variable strength added in the configs.xml which is now missing. It totally messed up the behavior of the xmls. Chances are high that it will be re-added for sse smp at a point, then you will need to restart all over again. Due to the fact that virtualground was only needed in the early 2016 dlls and wind is missing now I guess she used a older version of smp as start for sse. Things will change in the time. Thanks for the tips from a pro! 11 minutes ago, ousnius said: I had to change all the floats from using , to . Why did anyone ever decide to use commas in XML files? Points should be the global standard and be able to be read on all operating systems. Seems like running my SSE NIF Optimizer on them broke the collision for some of them. They had multiple NiTriShapes with the same name in their NIF files, this isn't allowed by the engine so the optimizer renames them. Gotta add the second shape to the XMLs as a collision shape now. So THAT'S why only some of those hairs works after trying to port them. Thanks for the info.
Guest Posted January 6, 2018 Posted January 6, 2018 20 minutes ago, ousnius said: I had to change all the floats from using , to . Why did anyone ever decide to use commas in XML files? Points should be the global standard and be able to be read on all operating systems. Seems like running my SSE NIF Optimizer on them broke the collision for some of them. They had multiple NiTriShapes with the same name in their NIF files, this isn't allowed by the engine so the optimizer renames them. Gotta add the second shape to the XMLs as a collision shape now. The Le plugin uses , for floats if you run eu keyboard layout while the non eu layout uses . I don't know why this is, was a common problem on le sse but it's not a problem in sse smp. These wigs are for le indeed. Maybe you just port the one you need for testing. A ported pack would also be awesome for the community indeed ;D
cminnow Posted January 6, 2018 Posted January 6, 2018 prZ, just to be sure, your manual says we need d3dcompiler_47.dll for shaders. Is this incorrect? I have no problems with d3dcompiler_46e.dll as far as I can tell.
Guest Posted January 6, 2018 Posted January 6, 2018 10 minutes ago, cminnow said: prZ, just to be sure, your manual says we need d3dcompiler_47.dll. Is this incorrect? I have no problems with d3dcompiler_46e.dll as far as I can tell. All my guides and files are from oldrim times, a separated shader cache is not needed anymore. The way the plugin works didn't change much. 27x wrote something about sse smp, shader cache and enb, was it in this thread? Quote SMP has a segregated cache and no longer conflicts with ENB as long as ENB memory settings are reigned in and memory striping and end-pagination (x64) is turned off.
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