Aqueducts [joanasc]

View and discuss completed claims
Post Reply
User avatar
roerich
Cruel Warlord
Posts: 2167
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Aqueducts [joanasc]

Post by roerich »

A set of intact and ruined aqueduct infrastrucutre pieces. Using the same brick texture as T_Imp_DngCyr (Reman ruin set)

Claimed by joanasc.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil

User avatar
joaonasc
Lead of Hammerfell
Posts: 63
Joined: Wed Jul 29, 2020 7:38 am

Post by joaonasc »

Uploaded, seems to be working fine with grid snap 32
Attachments
Aqueduct.rar
(369.83 KiB) Downloaded 92 times

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

Reviewed and submitted to the data contributions.

I needed to fix most of the collision objects. One thing you need to do when splitting up a large collision into many small collision meshes is changing the origins of all of the new collision meshes to the center of their respective geometry. Otherwise you will not have a performance gain.

Whether collision is calculated for a single collision mesh is dependant on the radius of the model in relation to its origin point. If the origin point is far away, the collision mesh will have a big radius and get calculated even if it's actually far away.

You can change the origin of a single collision mesh in blender by selecting it first -> Object -> Set Origin -> Origin to Geometry
I also changed their ids to say DngRuinCyr, as the textures are Cyrodiil-specific.

Post Reply

Return to “Completed”