[BETA/RELz/WIPz] NifSE v1.0

Post » Wed Mar 30, 2011 12:25 am

Honestly, my PM inbox is filling up - if it's all the same to you, I'd prefer it as an e-mail. If that's a problem for whatever reason, I'll certainly take the PM, I'd just prefer the e-mail.

Also, good call on Mental Elf - I had thought he might have been involved with this kind of thing, but couldn't remember. If Scruggs strikes out, I'll try to contact him.
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Captian Caveman
 
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Post » Wed Mar 30, 2011 6:12 am

Honestly, my PM inbox is filling up - if it's all the same to you, I'd prefer it as an e-mail. If that's a problem for whatever reason, I'll certainly take the PM, I'd just prefer the e-mail.

Also, good call on Mental Elf - I had thought he might have been involved with this kind of thing, but couldn't remember. If Scruggs strikes out, I'll try to contact him.

Email is more than fine with me - it's preferred :) Give me a day or two!
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Austin England
 
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Post » Wed Mar 30, 2011 7:08 am

Sure thing, I've got other stuff to work on anyway. Gotta test those alpha functions...
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+++CAZZY
 
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Post » Wed Mar 30, 2011 12:36 am

Excellent news DragoonWraith. Glad you're operational again.

About the GOTY meshes, I guess you forgot about http://www.4shared.com/file/Uexd-rsz/FIXED_Vanilla_Weapon_Meshes.html that I uploaded? :tongue: Remember I only changed that one flag setting, under the secondary NiNode section, to work with NifSE. Other than that they are 100% vanilla weapon meshes from the GOTY edition. SI weapon meshes are uploaded there too, also GOTY.
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 9:02 am

Frankly, I don't think the GOTY edition users should have to download that huge thing to use NifSE with them, so I wanted to fix that, heh. Actually, credit where credit is due: amorillia of NifTools fixed it, I just tested her changes to Niflib.
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TWITTER.COM
 
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Post » Wed Mar 30, 2011 1:07 pm

I don't think they should have to download fixed meshes either, that's not what I was implying. I was only saying there are plenty of GOTY meshes there if you still needed them for testing purposes. I only uploaded that as a temporary fix until NifSE is updated, as mentioned in the DR 6 thread.
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 1:57 am

No, I specifically needed meshes that don't work (or, didn't), so I could test that they do now. Your fix only includes meshes that you changed, right?
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David John Hunter
 
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Post » Wed Mar 30, 2011 6:14 am

Correct but it's real easy to change that. All you have to do is change that one flag setting, NiNode, back to 16 from 14 and you have a "broken" mesh. Takes like 5 seconds to do per mesh. Real simple stuff. :thumbsup:
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Nichola Haynes
 
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Post » Wed Mar 30, 2011 3:03 pm

I understand, but I wanted originals just to be sure.
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Horse gal smithe
 
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Post » Wed Mar 30, 2011 9:07 am

DragoonWraith, would it be possible for you to create a function that actually replaces the old NIF file rather than just making a copy? We'd love to be able to place a seperate Tongue.nif for our player-only races somewhere, and then add beard models to this tongue.nif. With the current tools, we can only change the skeleton.nif of an actor, not the smaller model parts of a race. So replacing the old nif with the copy is the only way for us to add a beard-chooser to MERP.
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koumba
 
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Post » Wed Mar 30, 2011 10:49 am

OK, so beta 3 is (finally) available on Google Code. It is currently incompatible with Deadly Reflex 6. This is also why the Nexus version has not yet been updated. However, for those of you interested in actually using beta 3 for your own purposes, it is available.

Functions that take arrays now require the compiler override option in OBSE v0020 to be turned on; otherwise, this should work exactly like previous versions, except as noted in the changelog.

I've decided to remove the readme and changelog from the OP, because it was getting to be too much work to update it everywhere like that.

The Wiki has not yet been updated.
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Kaley X
 
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Post » Wed Mar 30, 2011 12:55 am

Woohoo!

Just waiting on the next beta now an i'll be able to finish my mod at last :woot: (need the material and stencil properties)


congrats on the release :celebrate:
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CYCO JO-NATE
 
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Post » Wed Mar 30, 2011 1:47 am

They're next on the list, I just finally got the BSA-reader to work (or, more accurately, JRoush and shadeMe kindly figured it out for me...), so I wanted to release ASAP. I should have those for you quite soon, da mage, now that the hold-up has been fixed.
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Sammie LM
 
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Post » Wed Mar 30, 2011 10:50 am

:celebration:
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Nicholas C
 
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Post » Wed Mar 30, 2011 12:26 am

NiMaterialProperty functions have been coded.
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James Baldwin
 
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Post » Wed Mar 30, 2011 1:20 am

NiMaterialProperty functions have been coded.


yay :celebration:

So do we have access to changing the values on the property? if so, which values?
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Stay-C
 
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Post » Wed Mar 30, 2011 2:36 am

Wonderful to hear. I guess that means we can check if there's an NiAlphaProperty on a mesh now?
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Neil
 
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Post » Wed Mar 30, 2011 1:36 am

yay :celebration:

So do we have access to changing the values on the property? if so, which values?

All of them, I think? Transparency, Ambient/Diffuse/Emissive/Specular Color, and Glossiness. As far as I know (and as far as Niflib gives me access to), those are the only values on the NiMaterialProperty.

Wonderful to hear. I guess that means we can check if there's an NiAlphaProperty on a mesh now?

Heh, you actually could have done that before, but yes, you can. You'd use let niAlphaPropID := GetNifTypeIndex NiAlphaProperty, NiAVObjectGetPropertyByType niAlphaPropID nifID. With v0020's compiler override enabled, you could even do NiAVObjectGetPropertyByType (GetNifTypeIndex NiAlphaProperty) nifID, though I don't recommend that unless you are literally only doing it once, since GetNifTypeProperty is a relatively slow function.
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 4:06 am

Thanks a lot DragoonWraith, especially for the copying of branches!
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Naughty not Nice
 
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Post » Wed Mar 30, 2011 7:29 am

Not a problem.

Whoo, macros. I can now define a function completely in three lines, provided it's of a standard form (which most of them are).
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Heather Kush
 
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Post » Wed Mar 30, 2011 12:48 am

Hey, Im not sure if this is my fault or what...

I downloaded the beta 3 and installed it, and Im running OBSE v20. but when i try to load it up in the CS it isnt recognising any of the Nifse functions.......any ideas what I did wrong?
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Lisha Boo
 
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Post » Wed Mar 30, 2011 2:47 pm

No idea - not without obse_editor.log and NifSE.log.

Oh, and the latest uploaded version doesn't include the Material and Stencil functions, cuz I just finished writing those and I haven't tested em.
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Bellismydesi
 
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Post » Wed Mar 30, 2011 5:10 am

Yeah, I know that, was just updating the script a bit then i need them in :P


Actually, on looking again, its just a few functions that are throwing errors. This is an old script written a while back....have the names been changed in the latest updates?
NifDeleteNthChild
NifGetNumChildren
NifGetNthChildMaterial
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Josephine Gowing
 
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Post » Wed Mar 30, 2011 2:41 am

Oh, yeah, things have changed rather dramatically. I'd suggest reading the http://cs.elderscrolls.com/constwiki/index.php/Category:NifSE of the Wiki, it should explain things. Basically, originally (the functions you're using), I was basing everything off of the root node, which was a bit silly. Now you can actually target individual nodes, which lets me expose functionality much more simply and allows you to interact with the nif in a way that's much closer to the underlying structure.

What you're ultimately looking for here are NiNodeGetNumChildren, NiNodeDeleteChild, and NiNodeGetPropertyByType combined with GetNifTypeIndex NiMaterialProperty, and then calling NiAVObjectGetName on the block returned by NiNodeGetPropertyByType (NiProperty blocks are derived from NiAVObject which is where GetName is defined, so you would call NiAVObjectGetName on the NiMaterialProperty block - AFAIK, everything except NiExtraData blocks that has a name derives from NiAVObject). Note that you can call NiAVObjectGetName on the NiMaterialProperty block even though the released version does not contain any specific functions for dealing with NiMaterialProperty blocks. This is one of the major advantages of the new system - not only is the support already there, I don't have to rewrite it every time I'm supporting a new NiAVObject-derived block (and there are a lot of those).
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Nauty
 
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Post » Wed Mar 30, 2011 1:04 pm

Okay....im a little confused now.....

How do I get it ot return the Material name value to a string?


Looknig it up, the function NiAVObjectGetName doesnt exsist.....but NiObjectNETGetName does.....and Im not really following you in the last paragraph
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Kit Marsden
 
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