Jump to content

HDT SMP for SSE?


Recommended Posts

Posted
3 hours ago, Yinkle said:

OK so I've all but given up and am beginning to think 3d modelling with proper smp cloth physics is on a par with welding titanium. I've read lots of tutorials about niftools and managed to do most things but am missing something key here. It would seem that an important factor as regards collisions is that the bone hierarchy is maintained in the armor nif file. I can't see how to do this and if anyone could explain I'd be eternally in your debt! :)

I'm in the same boat- I really need to know how to do cloth physics and collisions since nobody else is doing it except for cloaks and capes which I don't wear. I have invested frustrating hours trying to get a clue, but like you, knowing that "the bone hierarchies must be maintained" is as far as I could get, with no clue how to set up or maintain bone hierarchies.

 

There is a highly-confusing written SMP "tutorial" here on LL that I hate to link to because it's also out of date. There is also a YouTube tutorial but sadly the creator mumbles and/or rushes his speech such that a large percentage of what he says is gibberish, plus what he does on-screen goes by so quickly in a few key areas that I could never discern what it was that he had just clicked, even when I paused and micro-stepped the video through that sequence. Then he added a shape to a mesh from another mesh that he classified as "just had this laying around" which of course is useless to the rest of us who don't "just have a (whatever) mesh laying around." In the end, I felt like I knew less after watching it (x3) than I had before I watched it... so I won't link to that either.

 

Please let me know if you find an informative cloth physics/collisions guide that is for SMP and not HDT-PE and covers how to add cloth physics to an armor or clothing item.

Posted
29 minutes ago, jesseg said:

Yeah, the Marie Rose wig has about 5-6 nifs for the colours, but Gromilla fixed it by editing each nif, you could just download the updated one instead of doing it yourself.....

Well, there is really no reason to have separate nifs for each color unless you're concerned with 1st-person views, which is not the case in SSE because you can't see your helmet in 1P view and the wigs are all classified as helmets.

 

When I said "fix it" I didn't mean just correct the textures in the nifs- I meant "set up texture swaps and get rid of all the useless, redundant extra nifs in the mod." So I still need the name of the mod and where you got it. Thanks.

 

UPDATE: Found the link in Gromilla's post. Downloaded all of them, will check Marie Rose first. Thanks. ?

Posted
50 minutes ago, Vyxenne said:

Well, there is really no reason to have separate nifs for each color unless you're concerned with 1st-person views, which is not the case in SSE because you can't see your helmet in 1P view and the wigs are all classified as helmets.

 

When I said "fix it" I didn't mean just correct the textures in the nifs- I meant "set up texture swaps and get rid of all the useless, redundant extra nifs in the mod." So I still need the name of the mod and where you got it. Thanks.

 

UPDATE: Found the link in Gromilla's post. Downloaded all of them, will check Marie Rose first. Thanks. ?

Sorry, didn't know that's what you meant....it's just the marie rose mod that has multiple nif's.....the rest have single nifs.....

Posted
4 hours ago, Yinkle said:

OK so I've all but given up and am beginning to think 3d modelling with proper smp cloth physics is on a par with welding titanium. I've read lots of tutorials about niftools and managed to do most things but am missing something key here. It would seem that an important factor as regards collisions is that the bone hierarchy is maintained in the armor nif file. I can't see how to do this and if anyone could explain I'd be eternally in your debt! :)

  Think I saw a Blender 2.49 with bullet download here at LL. Think Prz has it.

Posted
1 hour ago, Gromilla said:

I want to adapt the Merida hair for the se. this is my dream. I will try to get permission to port. If that doesn't work, then I will just do it for myself :)

OMG I loved Merida Hair in LE! I can't wait for you to re-write the HDT-PE xml to HDT-SMP-SE format! Here's one of my characters who rocked the amazing Merida Hair:

 

 

1 hour ago, Gromilla said:

I probably will no longer post my ports on LL or or somewhere else.  I understand that nobody needs it. Thanks to everyone who was indifferent.

I don't understand this- who was indifferent? :classic_wacko:

 

I just downloaded the wigs an hour or so ago, haven't even had time to go through them. I assume they all work fine, I already have 1 or 2 of them installed under slightly different names so I have to figure that out and avoid duplication before I install anything. My comments to jesseg about the Marie Rose wig(s) were in reference to his comment that all of the nifs pointed to the same textures and I asked where he got them so I could fix that with texture swaps instead of having to clutter it up with multiple nifs for the same style just to specify a different color.

 

I am grateful for your work and am in fact using your SMP xml's as we speak. I would use your collision body, too, if I knew of any way to easily build it into all my outfits other than manually replacing the reference shape in each and every torso and leg item SliderSet ("Project") I own... and I have already thanked you many times for your help, as have other people. So who is indifferent to your work? I just don't understand this comment at all. :classic_huh:

 

Posted

So, is the HDT file that controls high heel functionality actually necessary to getting the whole setup working properly or is it pretty standalone and omittable? I don't use high heels or dependent armor mods, but I also don't want to inadvertently break something important. My current game doesn't include it, but I've never been able to get collision to work right on SSE with or without it, so that doesn't necessarily prove anything. 

Posted
10 minutes ago, Aldebaran said:

So, is the HDT file that controls high heel functionality actually necessary to getting the whole setup working properly or is it pretty standalone and omittable? I don't use high heels or dependent armor mods, but I also don't want to inadvertently break something important. My current game doesn't include it, but I've never been able to get collision to work right on SSE with or without it, so that doesn't necessarily prove anything. 

The documentation on  hdt smp is so limited you'd be lucky to get an answer in this regard. That said, I find the htd heels dll is not required if you don't need it and that's what I roll with.

Posted
14 minutes ago, Yinkle said:

The documentation on  hdt smp is so limited you'd be lucky to get an answer in this regard. That said, I find the htd heels dll is not required if you don't need it and that's what I roll with.

Thanks @Yinkle, that's good enough for now. ?

Posted
36 minutes ago, Aldebaran said:

So, is the HDT file that controls high heel functionality actually necessary to getting the whole setup working properly or is it pretty standalone and omittable? I don't use high heels or dependent armor mods, but I also don't want to inadvertently break something important. My current game doesn't include it, but I've never been able to get collision to work right on SSE with or without it, so that doesn't necessarily prove anything. 

I'm failry certain that HDT high heels is optional, not necessary for SMP to work

Posted

hdtFramework is needed by both hdtSMP and hdtHighHeels. Neither hdtSMP or hdtHighHeels need each other though.

Posted
12 minutes ago, R246 said:

hdtFramework is needed by both hdtSMP and hdtHighHeels. Neither hdtSMP or hdtHighHeels need each other though.

That seems to be the consensus. I'm rolling with it. ?

Posted
5 hours ago, Aldebaran said:

So, is the HDT file that controls high heel functionality actually necessary to getting the whole setup working properly or is it pretty standalone and omittable?

Yes. Definitely. :classic_biggrin:

 

OK, OK, fine. HDT-HH-SE is not required for anything except to provide High Heels offsets with in-game offset variability and item assignment via MCM. The enabling data is entered at the plugin level, not the individual mesh level, and thus can cover multiple high-heels meshes with only the single data entry. HDT-HH-SE.esp must be a Master of the heels mod. Depending on your mods and hardware, HDT-HH-SE may have a small effect on your frame rate. For most people, it is non-existent or undectable but YMMV.

 

Similar offsets can be provided by NiOverride, which has been released for SSE with Racemenu, but that method requires that each and every high heels mesh be edited to add a NiStringExtraData citing the NiO data and specifying the amount of offset. Also, there is no in-game offset adjustment or item assignment possible with NiO, so if you need to change the offset amount or add an offset to a new pair of shoes you must edit each and every mesh to do it. That said, the per-mesh data requirement is less for each mesh than the per-mod HDT-HH data required for that system. I would estimate that the break-even point is 2 or 3 heels. :classic_tongue: I have never used it, but "word on the street" (I'm so gangsta, yo) is that there is no fps penalty at all with NiOverride heels offsets.

 

Does that answer your fookiin' question, O Exalted Alpha Tau? On an unrelated note, how long did it take you to drive the 65 light years to get here and ask that question?

Posted
6 minutes ago, Vyxenne said:

Yes. Definitely. :classic_biggrin:

...

That said, the per-mesh data requirement is less for each mesh than the per-mod HDT-HH data required for that system. I would estimate that the break-even point is 2 or 3 heels. :classic_tongue:

 

I can well imagine how you know all that. ?

Posted
1 hour ago, Vyxenne said:

 each and every high heels mesh be edited to add a NiStringExtraData citing the NiO data and specifying the amount of offset.

Almost :P

 

NiFloatExtraData is the new thing. The old method still works, but it's not as easy to remember as the new HH_OFFSET.

Posted
4 hours ago, R246 said:

Almost :P

 

NiFloatExtraData is the new thing. The old method still works, but it's not as easy to remember as the new HH_OFFSET.

Float, String.... you say po-TAH-to and I say po-TAY-to... glad I did at least remember to confess that I had never actually done it (used NiO) :classic_tongue:

Posted
On 11/1/2018 at 11:36 PM, jesseg said:

Thank you for this, much appreciated....Just tested the one wig so far, Marie Rose, noticed all nif's shader texture set point to the "default" colour....It will have to be set manually for each nif....haven't tested the other wigs just yet, kind of late in my area of the world....nice job though!!!!

These hairs for me passing through the body, no collision at all. Am I doing something wrong?

Posted
2 hours ago, Metaton said:

These hairs for me passing through the body, no collision at all. Am I doing something wrong?

Hi, they also clip through the body for me as well....Gromilla did mention this in his post and asked if anyone had a solution.....

Until someone can find a solution/workaround for this, we just have to use it the way it is....

 

Posted
5 hours ago, jesseg said:

Hi, they also clip through the body for me as well....Gromilla did mention this in his post and asked if anyone had a solution.....

Until someone can find a solution/workaround for this, we just have to use it the way it is....

 

Unfortunately, this is still the case. All se wigs with smp physics have such a problem, at least those that i have seen. If someone knows a wig without this problem, I will be happy to study it and solve the problem for everyone else.

 

UPD. No wonder they say "truth is born in a dispute." ? I seem to have found a way to solve the problem with wigs and skipping through the body. It is necessary to test and maybe I will redo all the wigs.
Question: which version of YunDao wigs is the freshest? In the one that is on the Nexus for SE just a huge pile of bugs and unnecessary stuff. @realclone said that it was engaged in a new version, maybe I missed something?

 

UPD 2. I did it though it was not easy. ? ?

https://gfycat.com/BruisedAggressiveCoyote

 

A lot of branches with bones, and almost every had to be customized manually. Decent performance drops on my potato rig. Of course not ideal, but I like it :)

Posted
6 hours ago, Gromilla said:

Unfortunately, this is still the case. All se wigs with smp physics have such a problem, at least those that i have seen. If someone knows a wig without this problem, I will be happy to study it and solve the problem for everyone else.

 

UPD. No wonder they say "truth is born in a dispute." ? I seem to have found a way to solve the problem with wigs and skipping through the body. It is necessary to test and maybe I will redo all the wigs.
Question: which version of YunDao wigs is the freshest? In the one that is on the Nexus for SE just a huge pile of bugs and unnecessary stuff. @realclone said that it was engaged in a new version, maybe I missed something?

 

UPD 2. I did it though it was not easy. ? ?

https://gfycat.com/BruisedAggressiveCoyote

 

A lot of branches with bones, and almost every had to be customized manually. Decent performance drops on my potato rig. Of course not ideal, but I like it :)

Nice job on fixing the clipping issue, how exactly did you this?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...