Master Model Thread

Submit meshes and textures you would like to be added to PC Data.
Tarius
Head of Modelling
 
Posts: 1579
Joined: 03 Jan 2011, 04:46

Master Model Thread

Postby Tarius » 24 May 2013, 01:34

Ok, this thread is a master list of the meshes we have that need work. They are listed by name with what needs to be done. If you want to fix something, simply post a new thread(dont post in this thread) with the mesh name(as the title) you will work on and then be sure to submit the file and post your are finished so we can mark it off the list. More than one is fine, just note them in the opening post; but please, be reasonable here, no claiming half the list or some other rediculous amount.
After something is finished and added to the files, the thread claiming it will be deleted to simply keep things uncluttered.

More folders to come.
Please note, any meshes that get edited need to have either No Collision added, or a RootCollisionNode with mesh added to them
"f" Folder Meshes
Many of these, specifically the plants, need stencil and/or alpha property removed on solid pieces like the tree trunks etc. If you are doing something with a mesh and see something like a stray node, or like the previously mentioned properties that really dont belong, remove it. (I have noted a couple things that I will do myself)
Please note, there seem to be a few duplicates in here, so they will have to be weeded out sometime.(things noted as ok, or perfect, or whatever are either low priority, or dont need work)
Spoiler: show
flora_baobab01.nif remove stencil if keeping
flora_tree_gl_01.nif some optimization, upper limit of poly
flora_tree_gl_02.nif reduce leaves some
flora_tree_gl_03.nif combine same textured stuff into one mesh, possibly reduce leaf cover
flora_tree_gl_04.nif optimize part of trunk
flora_tree_gl_05.nif remove ninode, perfect example of what we want
flora_tree_gl_06.nif optimize some, fix/optimize collision
flora_tree_gl_07.nif optimize or replace
flora_tree_gl_08.nif optimize some
flora_tree_gl_09.nif reduce leaf coverage, optimize
flora_tree_gl_10.nif optimize trunk
flora_tree_gl_11.nif optimize or replace
flora_tree_gl_12.nif possibly optimize
flora_tree_gl_13.nif replace
flora_tree_gl_14.nif optimize or replace
flora_tree_gl_15.nif possibly optimize
flora_tree_gl_16.nif optimize trunk
flora_tree_gl_17.nif optimize or replace
flora_tree_gl_18.nif optimize trunk
flora_tree_gl_19.nif replace, possibly optimize
flora_tree_gl_20.nif replace
flora_tree_gl_21.nif replace, possibly optimize trunk
flora_tree_gl_22.nif replace
flora_tree_gl_23.nif replace
pc_active_ex_bedroll.nif clean nodes
pc_flora_cattails_01.nif possibly optimize
pc_flora_ch_shrub.nif replace

pc_flora_fern01_db.nif remove faces, use stencil instead
pc_flora_fern02_db.nif remove faces, use stencil instead
pc_flora_gc_bush_02.nif possibly optimize
pc_flora_gc_log_01.nif fix collision, doesnt cover all the way
pc_flora_gc_log_02.nif ok
pc_flora_gc_log_03.nif fix collision
pc_flora_gc_log_04.nif ok, possible collision tweak
pc_flora_gc_oak01.nif ugly, replace or combine leaf meshes
pc_flora_gc_oak02.nif ugly, replace or combine leaf meshes
pc_flora_gc_oak03.nif ugly, texture path error, replace or combine leaf meshes
pc_flora_gc_olive01.nif possibly optimize
pc_flora_gc_olive02.nif ok
pc_flora_gc_olive03.nif perfect

pc_flora_gc_palm01.nif
pc_flora_gc_palm02.nif
pc_flora_gc_palm03.nif
pc_flora_gc_palm04.nif
All good, must note to "crimp" the end of the stem some time in the future so it doesnt look as flat.
pc_flora_gc_palm05.nif needs more polys!(wtf happened here?!) Not a dire priority but I will do this myself later on.

pc_flora_gc_shrub01.nif ok
pc_flora_gc_shrub02.nif ok
pc_flora_gc_stump_01.nif end needs more roundness
pc_flora_gc_stump_02.nif end needs more roundness
pc_flora_gc_stump_03.nif more roundness!
pc_flora_gc_stump_04.nif more roundness!
pc_flora_gc_tree_01.nif optimize trunk, fix trunk UVs duplicate checks(1-7)
pc_flora_gc_tree_02.nif optimize, condense meshes
pc_flora_gc_tree_03.nif replace
pc_flora_gc_tree_04.nif optimize or replace
pc_flora_gc_tree_05.nif optimize or replace
pc_flora_gc_tree_06.nif replace
pc_flora_gc_tree_07.nif I like this one alot. condense leaves into one mesh, possibly position to better look like they are attached to tree.
Well, vurt certainly did alot of trees, but a deft touch they dont have.
pc_flora_gf_shrub.nif replace
pc_flora_hl_shrub.nif replace
pc_flora_ivy_01.nif ok(ivy texture sizes fixed!)
pc_flora_ivy_02.nif ok

pc_flora_str_jtree01.nif replace or optimize
pc_flora_str_jtree02.nif ok
pc_flora_str_jtree03.nif ok, condense leaf mesh
pc_flora_str_jtree04.nif almost perfect, remove alpha/stencil, possibly add a few more polys to trunk
pc_flora_str_jtree05.nif possibly optimize
pc_flora_str_shrub01.nif good
pc_flora_str_tree_01.nif ugly, likely replace
pc_flora_str_tree_02.nif replace or optimize
pc_flora_str_tree_03.nif replace duplicate checks(1-6)
pc_flora_str_tree_04.nif replace
pc_flora_str_tree_05.nif replace
pc_flora_str_tree_06.nif duplicate
pc_flora_sut_cactus.nif replace
pc_flora_tree_poplar.nif seems ok, but does it match the style?
pc_flora_willow.nif replace
pc_flora_ww_cactus_01.nif optimize
pc_flora_ww_cactus_02.nif optimize
pc_flora_ww_shrub.nif replace, duplicate check

pc_furn_basin.nif Low Priority, could use some smoothing, planks instead of solid wood texture
pc_furn_bath.nif Low Priority, planks instead of solid wood texture
pc_furn_cart_wheel.nif Low Priority, used for stuff, still ugly, probably wont change

pc_furn_clothln_01.nif rework or optimize. Someone did a cloth simulation it seems but didnt space the vertices for more natural hanging(hugging the rope) and didnt collapse the unneeded once finished.
pc_furn_clothln_02.nif same
pc_furn_clothln_03.nif same
pc_furn_clothln_04.nif same
pc_furn_clothln_05.nif same
pc_furn_clothln_06.nif same
pc_furn_clothln_e.nif can be smoother. I dont think there is a point for the way the collision is currently like.

pc_furn_coatofarms_04.nif ok, edge texture seems funny
pc_furn_coatofarms_06.nif ok, edge texture seems funny
pc_furn_coatofarms_08.nif ok, edge texture seems funny

pc_furn_coffinlid.nif
pc_furn_coffin_01.nif
pc_furn_coffin_02.nif
pc_furn_coffin_03.nif
Low Priority four coffin meshes, Really just needs some better wood/board textures(not the art) and UV work to make sure the board edges line up right on top

pc_furn_coffin_stone.nif Needs a new texture(the current texture was never meant for a large surface), UV work, delete the inside since it cant be seen
pc_furn_coffin_wood.nif I think this should have a better texture

pc_furn_com_chair_01.nif
pc_furn_com_chair_02.nif
pc_furn_com_chair_03.nif
pc_furn_com_chair_04.nif
pc_furn_com_chair_05.nif
The chairs are fine. I did make an improved version, but given the scale things are compared to MW, I am unsure if it would be as wise to use it here or not.

pc_furn_com_dsaw.nif replace, optimize if possible
pc_furn_com_fp_stand.nif ok(I have no idea what this is)
pc_furn_com_nails.nif Low Priority, could use smoothing on the cup
pc_furn_com_p_bkend.nif ok
pc_furn_com_rope_01.nif ok, alot, but not much we can do if we want rope
pc_furn_com_rope_02.nif this needs to have a more natural look, not squished
pc_furn_com_rope_03.nif same
pc_furn_com_r_bkend.nif ok
pc_furn_com_r_bshelf.nif ok
pc_furn_crypt_incense.nif optimize chains!
pc_furn_crypt_ring.nif ok
pc_furn_dressform.nif Lower Priority, could do with some poly removal on the flatter areas.
pc_furn_dressptrn_01.nif ok!
pc_furn_dressptrn_02.nif ok!
pc_furn_ex_anchor.nif optimize or replace
pc_furn_ex_bench_01.nif ok
pc_furn_ex_cart_01.nif replace, or optimize and make sure wheels are round! There are wasted polys in places that dont need them
pc_furn_ex_cart_02.nif replace, or optimize and make sure wheels are round! There are wasted polys in places that dont need them
pc_furn_ex_dipnet_01.nif UV end of pole
pc_furn_ex_dipnet_02.nif same
pc_furn_ex_firepit.nif ok
pc_furn_ex_ftrap_01.nif UV errors

pc_furn_ex_net_01.nif fine
pc_furn_ex_net_02.nif Fixed, fine
pc_furn_ex_plank_pile.nif Lower Priority, needs not so much repeats in UV map(a box?! wtf, box collision fixed! yay)
pc_furn_ex_stool_01.nif ok(but Id wanna sit on a different stool)
pc_furn_ex_sundial.nif good
pc_furn_ex_table_01.nif good
pc_furn_ex_table_03.nif good
pc_furn_ex_tent_01.nif Low Priority, could use some better modeling, ie, the sticks are crossed at the top and support the "backbone" that way
pc_furn_ex_tent_02.nif Lower Priority, optimize tent cloth mesh(and poles if needed), add collision.

pc_furn_fish_01.nif
pc_furn_fish_02.nif
pc_furn_fish_03.nif
pc_furn_fish_h00.nif
pc_furn_fish_h01.nif
pc_furn_fish_h02.nif
Low Priority, all fish, could use better textures

pc_furn_foodtrough.nif ok
pc_furn_gc_planter_01.nif ok
pc_furn_gc_planter_02.nif Low Priority, could be more rounded
pc_furn_goblin_cush01.nif ok(but can we really not have satchel pack pillows? ha)
pc_furn_goblin_cush02.nif needs UV work
pc_furn_haypile_01.nif Low Priority, could use more organic look
pc_furn_imp_brazier.nif replace
pc_furn_imp_planter_01.nif why is this so complex?
pc_furn_imp_planter_02.nif why is this also so complex?
pc_furn_imp_shackels.nif replace
pc_furn_imp_stocks.nif replace chains
pc_furn_loom.nif ok

pc_furn_painting10_28f.nif
...
pc_furn_painting9_27f.nif
Low Priority, all paintings, easy to kill a couple polys.

pc_furn_pirate_flag.nif Low Priority, a few unneeded polys
pc_furn_plaque_empty.nif ok
pc_furn_plaque_fish_01.nif ok
pc_furn_plaque_fish_02.nif ok
pc_furn_plaque_fish_03.nif ok(why is the center so far off?)
pc_furn_plough.nif Lower Priority, give this things round wheels!
pc_furn_printpress.nif Complex! Every single board is basically its own node, needs all faces using the same texture to be combined to a single NiTriShapeData(single object) More nodes than needed causes unneeded work for your processor
pc_furn_rope_01.nif ok, its rope, what are ya gonna do?

pc_furn_rope_hook_01.nif ok, possibly more polys
pc_furn_rope_hook_02.nif ok, same

pc_furn_rug_04.nif texture error
These dont need bottom polys if they wont be hanging.

pc_furn_skel_arm_l.nif ok, why does this have animation?
pc_furn_skel_arm_r.nif ok, why does this have animation?
pc_furn_skel_farm_l.nif
pc_furn_skel_farm_r.nif
pc_furn_skel_foot_l.nif
pc_furn_skel_foot_r.nif
pc_furn_skel_hand_l.nif
pc_furn_skel_hand_r.nif
pc_furn_skel_jaw.nif
pc_furn_skel_leg_l.nif
pc_furn_skel_leg_r.nif
pc_furn_skel_pelvis.nif
pc_furn_skel_shin_l.nif
pc_furn_skel_shin_r.nif
pc_furn_skel_skull_01.nif
pc_furn_skel_skull_02.nif
pc_furn_skel_spine.nif
pc_furn_skel_torso.nif
pc_furn_skull_arg_01.nif
pc_furn_skull_arg_02.nif
pc_furn_skull_arg_jaw.nif
pc_furn_skull_khj_01.nif
pc_furn_skull_khj_02.nif
pc_furn_skull_khj_jaw.nif
pc_furn_skull_orc_01.nif
pc_furn_skull_orc_02.nif
pc_furn_skull_orc_jaw.nif
pc_furn_skull_vamp.nif
Ok, I am going to guess these came from creatures. The animation has not been cleared from them. they could also use some touch up UVing and maybe better textures.

pc_furn_spinwheel.nif ok, but a wheel doesnt have 9 sides
pc_furn_str_banner.nif ok
pc_furn_str_flag.nif ok, animation could be a bit slower and more smooth
pc_furn_str_flag_in.nif ok
pc_furn_str_pew_01.nif ok
pc_furn_str_tapestry.nif ok

pc_furn_tapestry_01.nif
pc_furn_tapestry_02.nif
pc_furn_tapestry_03.nif
pc_furn_tapestry_04.nif
pc_furn_tapestry_05.nif
pc_furn_tapestry_06.nif
pc_furn_tapestry_07.nif
pc_furn_tapestry_08.nif
pc_furn_tap_ng_uni.nif
Ok, what is string extra data NCC though?

pc_terrain_gc_brdg_01.nif ok, needs smoothing along the top
pc_terrain_gc_brdg_02.nif ok, needs same
pc_terrain_gc_cairn01.nif ok, could use UV tweaks
pc_terrain_gc_cairn02.nif ok, same
pc_terrain_gc_cairn03.nif ok, same
pc_terrain_gc_cliff01.nif ok, UV work, optimization
pc_terrain_gc_cliff02.nif ok, same
pc_terrain_gc_cliff03.nif ok, same
pc_terrain_gc_cliff04.nif UV error
pc_terrain_gc_cliff05.nif ok, UV work
pc_terrain_gc_cliff06.nif ok, UV work, optimization
pc_terrain_gc_edge_01.nif ok
pc_terrain_gc_grassp.nif ok
pc_terrain_gc_rockst.nif ok, UV work

All of these need to be replaced or optimized:
pc_terrain_gc_rock_01.nif
pc_terrain_gc_rock_02.nif
pc_terrain_gc_rock_03.nif
pc_terrain_gc_rock_04.nif
pc_terrain_gc_rock_05.nif
pc_terrain_gc_rock_06.nif
pc_terrain_gc_rock_07.nif
pc_terrain_gc_rock_08.nif
pc_terrain_gc_rock_09.nif
pc_terrain_gc_rock_10.nif
pc_terrain_gc_rock_11.nif
pc_terrain_gc_rock_12.nif
pc_terrain_gc_rock_13.nif
pc_terrain_gc_rock_14.nif
pc_terrain_gc_rock_15.nif
pc_terrain_gc_rock_16.nif
pc_terrain_gc_rock_17.nif
pc_terrain_gc_rock_18.nif
pc_terrain_gc_rock_19.nif
pc_terrain_gc_rock_20.nif
pc_terrain_gc_rock_21.nif
pc_terrain_gc_rock_22.nif
pc_terrain_gc_rock_23.nif
pc_terrain_gc_rock_24.nif
pc_terrain_gc_rock_25.nif
pc_terrain_gc_rock_26.nif
pc_terrain_gc_rock_27.nif
pc_terrain_gc_rock_28.nif
pc_terrain_gc_rock_29.nif
pc_terrain_gc_rock_30.nif
pc_terrain_gc_rock_31.nif
pc_terrain_gc_rock_32.nif
pc_terrain_gc_rock_33.nif
pc_terrain_gc_rock_34.nif


pc_terrain_sand_01.nif UV work, smooth some
pc_terrain_sand_02.nif UV work, optimize, get rid of hump on top
pc_terrain_sand_03.nif UV work, optimize some
pc_terrain_sand_04.nif replace, why do we have a sand pillow?
pc_terrain_sand_05.nif this is weird, why do we have a sand bolder?
pc_terrain_sand_06.nif replace, another sand pillow
pc_terrain_sand_07.nif too sharp a hump, UV work
pc_terrain_sand_08.nif sand pillow
Sand piles only need to be one sided and are not going to be 'sharp' in any way. Should have gradual lumps.

xpc_furn_pirate_flag.kf
xpc_furn_pirate_flag.nif End bulb can be optimized some


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"i" Folder Meshes
Spoiler: show
pc_in_col_barrceil1.nif
pc_in_col_barrceil2.nif
pc_in_col_barrceil3.nif
Dirt mesh could use optimizing, not bad though. Also ends of stone blocks could use UV tweaks.
pc_in_col_barrceil4.nif Optimize dirt mesh; Delete unseeable polys on stone blocks; tweak uvs like above(you cant see the polys on the stone chunks laying on the floor etc)

pc_in_col_barrcol1.nif
pc_in_col_barrcol2.nif
pc_in_col_barrcol3.nif
Lower Priority, optimize base some.

pc_in_col_barrcor1.nif
pc_in_col_barrcor2.nif
Delete unseeable polys

pc_in_col_barrexit.nif Fix UVs on top or delete polys

pc_in_col_barrflo1.nif Holy crap! Optimize! Optimize!
pc_in_col_barrflo2.nif Holy crap! Optimize! Optimize!
pc_in_col_barrflo3.nif Holy crap! Optimize! Optimize!
pc_in_col_barrflo4.nif Holy crap! Optimize! Optimize!
Dear lord, these need help...(dont forget the collision)

pc_in_col_barrhs1.nif Low Priority, UV tweak
pc_in_col_barrhs2.nif Low Priority, UV tweak
pc_in_col_barrpas1.nif Optimize
pc_in_col_barrpas2.nif Optimize
pc_in_col_barrpas3.nif Optimize

pc_in_col_barrpas4.nif
pc_in_col_barrpil1.nif
pc_in_col_barrpil2.nif
Optimize, delete unseeable polys

pc_in_col_barrroc1.nif Low Priority, UV tweaks
pc_in_col_barrroc2.nif Low Priority, UV tweaks

pc_in_col_barrrubl.nif May need to delete unseeable polys; add collision
pc_in_col_barrwal1.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal10.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal2.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal3.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal4.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal5.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal6.nif Holy crap! Optimize!
pc_in_col_barrwal7.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal8.nif Holy crap! Optimize! Delete unseeable polys
pc_in_col_barrwal9.nif Holy crap! Optimize! Delete unseeable polys

pc_in_com_cellar_r_ce.nif
pc_in_com_cellar_r_co.nif
pc_in_com_cellar_r_en.nif
pc_in_com_cellar_r_si.nif
Fix collision to better match meshes(means adding a bit to the collision mesh)

pc_in_com_cellar_st.nif Fix collision to better match and tweak UVs. Upper beam wood grain needs to be horizontal. Wall UVing places wall texture upside down.

pc_in_crypt_center.nif
pc_in_crypt_corner_01.nif
pc_in_crypt_corner_02.nif
Low Priority, pillar UV tweaks

pc_in_crypt_door_jam.nif ok
pc_in_crypt_endcap.nif Low Priority, pillar UV tweaks
pc_in_crypt_end_01.nif Low Priority, pillar UV tweaks
pc_in_crypt_hall_01.nif
pc_in_crypt_hall_02.nif
pc_in_crypt_side_01.nif
pc_in_crypt_side_02.nif
pc_in_crypt_stair.nif UV fix on the arch
pc_in_crypt_wall_01.nif
pc_in_crypt_wall_02.nif
pc_in_crypt_wall_03.nif
pc_in_crypt_wall_04.nif
All of these are Low Priority, pillar UV tweaks and condense meshes
(ideally crypt meshes should be replaced, but its completely acceptable as is)

pc_in_galleonlower_01.nif This needs alot of fixing
pc_in_galleonupper_01.nif Needs alot of fixing
pc_in_gcboulder01.nif Good(could use collision)
pc_in_gcboulder02.nif UV tweaks, could use collision
pc_in_gcboulder03.nif UV tweaks, could use collision(these three may not even need collision)

pc_in_gc_cave2_00.nif
pc_in_gc_cave2_01.nif
pc_in_gc_cave2_02.nif
pc_in_gc_cave2_03.nif
pc_in_gc_cave2_04.nif
pc_in_gc_cave2_05.nif
All good, remove vertex colors from collision at some point

pc_in_gc_cave2_06.nif Combine collision into one mesh, remove vertex colors from collision
pc_in_gc_cave2_07.nif
pc_in_gc_cave2_08.nif
pc_in_gc_cave2_09.nif
pc_in_gc_cave2_end.nif
Low Priority, remove colors from collision

pc_in_gc_cave2_s_00.nif
pc_in_gc_cave2_s_01.nif
pc_in_gc_cave2_s_02.nif
pc_in_gc_cave2_s_03.nif
pc_in_gc_cave2_s_04.nif
pc_in_gc_cave2_s_05.nif Condense collision into one mesh, remove vertex colors from collision
pc_in_gc_cave2_s_06.nif
pc_in_gc_cave2_s_end.nif
Low Priority, remove colors from collision

pc_in_gc_cave4_00.nif
pc_in_gc_cave4_s_00.nif
Condense collision into one mesh, remove vertex colors from collision

pc_in_gc_cave_00.nif
pc_in_gc_cave_01.nif
pc_in_gc_cave_02.nif
pc_in_gc_cave_03.nif
pc_in_gc_cave_04.nif
pc_in_gc_cave_05.nif
pc_in_gc_cave_06.nif
pc_in_gc_cave_07.nif
pc_in_gc_cave_08.nif
pc_in_gc_cave_09.nif
pc_in_gc_cave_10.nif
pc_in_gc_cave_11.nif
pc_in_gc_cave_12.nif
pc_in_gc_cave_13.nif
pc_in_gc_cave_14.nif
pc_in_gc_cave_15.nif
pc_in_gc_cave_16.nif
pc_in_gc_cave_17.nif
pc_in_gc_cave_18.nif
pc_in_gc_cave_19.nif
pc_in_gc_cave_20.nif
pc_in_gc_cave_20_1.nif
pc_in_gc_cave_21.nif
pc_in_gc_cave_22.nif
pc_in_gc_cave_23.nif
pc_in_gc_cave_23_1.nif
Condense collision into one mesh, remove vertex colors from collision

pc_in_gc_cave_doorway.nif Could use not so flat rock wall
pc_in_gc_cave_exit.nif UV tweaks, fix wood grain
pc_in_gc_cave_form_01.nif UV tweaks, remove collision colors
pc_in_gc_cave_form_02.nif UV tweaks, remove collision colors
pc_in_gc_cave_lrm2_00.nif
pc_in_gc_cave_lrm3_00.nif
pc_in_gc_cave_lrm3_01.nif
pc_in_gc_cave_lrm3_02.nif
pc_in_gc_cave_lrm4_01.nif
pc_in_gc_cave_lrm4_02.nif
pc_in_gc_cave_lrm4_03.nif
pc_in_gc_cave_lrm4_04.nif
pc_in_gc_cave_lrm4_05.nif
pc_in_gc_cave_nat_ext.nif
pc_in_gc_cave_srm2_00.nif
pc_in_gc_cave_srm3_00.nif
pc_in_gc_cave_srm3_01.nif
pc_in_gc_cave_srm3_02.nif
pc_in_gc_cave_srm4_01.nif
pc_in_gc_cave_srm4_02.nif
pc_in_gc_cave_srm4_03.nif
pc_in_gc_cave_srm4_04.nif
pc_in_gc_cave_srm4_05.nif
Remove collision colors. Not all of these have it, but its quick to check.

pc_in_gc_cave_stal01.nif
pc_in_gc_cave_stal02.nif
pc_in_gc_cave_stal03.nif
pc_in_gc_cave_stal04.nif
pc_in_gc_cave_stal05.nif
pc_in_gc_cave_stal06.nif
pc_in_gc_rock_01.nif
pc_in_gc_rock_02.nif
pc_in_gc_rock_03.nif
pc_in_gc_rock_04.nif
pc_in_gc_rock_05.nif
pc_in_gc_rock_06.nif
pc_in_gc_rock_07.nif
pc_in_gc_rock_08.nif
pc_in_gc_rock_09.nif
pc_in_gc_rock_10.nif
pc_in_gc_rock_11.nif
Lower Priority. Could use a more dedicated texture and UV fixes.

pc_in_gc_rock_12.nif
pc_in_gc_rock_13.nif
pc_in_gc_rock_14.nif
pc_in_gc_rock_15.nif
pc_in_gc_rock_16.nif
pc_in_gc_rock_17.nif
UV fixes for stretched/squashed mapping

pc_in_gc_rock_18.nif Ok
pc_in_gc_rock_19.nif Ok

pc_in_gc_rock_20.nif
pc_in_gc_rock_21.nif
pc_in_gc_rock_22.nif
UV fixes for stretched/squashed mapping

pc_in_gc_rock_23.nif UV fixes
pc_in_gc_rock_24.nif Ok
pc_in_gc_rock_25.nif Ok
pc_in_gc_rock_26.nif
pc_in_gc_rock_27.nif
pc_in_gc_rock_28.nif
UV fixes for stretched/squashed mapping
Ok, unless someone thinks the stretching/squashing seems like a geological feature, some of this needs fixing.

pc_in_gc_trans_00.nif Collision colors

pc_in_impbig_r.nif Optimize
pc_in_impbig_r_corner.nif Optimize, condense meshes
pc_in_impbig_r_side.nif Optimize, condense meshes
pc_in_impbig_t_4way.nif Match collision to walls better
pc_in_impbig_t_blend.nif This needs help!
pc_in_impbig_t_wall.nif This also needs help, likely condense meshes
pc_in_impbig_t_win.nif Condense meshes
pc_in_impbig_t_winlit.nif Check texture path
pc_in_impbig_w_4way.nif UV fixes
pc_in_impbig_w_wall.nif NiNodes
Alot of this imperial stuff has a NiNode for each trishape, they dont really need this

pc_in_impsmall_cnr1.nif
pc_in_impsmall_cnr1b.nif
pc_in_impsmall_cnr1c.nif
pc_in_impsmall_cnr2.nif
pc_in_impsmall_cnr2b.nif
pc_in_impsmall_cnr2c.nif
pc_in_impsmall_col.nif
These are all ungodly complex. They need to be optimized and condensed. Any other errors that might be there fixed.

pc_in_impsmall_col2.nif Optimize; reduce UV mapping repeats
pc_in_impsmall_djamb.nif Reduce UV mapping repeats
pc_in_impsmall_double.nif Optimize and condense
pc_in_impsmall_floor.nif Ok
pc_in_impsmall_helbot.nif Optimize or replace
pc_in_impsmall_helcel.nif Remove animation; top of pole reduce UV repeats
pc_in_impsmall_helcen.nif Optimize or replace
pc_in_impsmall_helend.nif Remove animation
pc_in_impsmall_helflr.nif Remove animation; reduce uv repeats
pc_in_impsmall_hels_1.nif Optimize or replace
pc_in_impsmall_hels_2.nif Optimize or replace
pc_in_impsmall_hels_3.nif Optimize or replace
pc_in_impsmall_heltop.nif Optimize or replace

pc_in_impsmall_mid.nif
pc_in_impsmall_midb.nif
pc_in_impsmall_midc.nif
These are ungodly complex.

pc_in_impsmall_pit_c.nif Ok
pc_in_impsmall_pit_cf.nif Ok
pc_in_impsmall_pit_col.nif Check if this needs exterior facing polys
pc_in_impsmall_pit_f.nif Ok
pc_in_impsmall_pit_gra.nif Ok; seems more complex than needed, but otherwise fine
pc_in_impsmall_pit_j.nif UV tweaks
pc_in_impsmall_rail.nif UV fix so the end will be seamless when aligned; less repeats
pc_in_impsmall_rail2.nif Check mesh and UV, looks funny in corners

pc_in_impsmall_side.nif
pc_in_impsmall_sideb.nif
pc_in_impsmall_sidec.nif
pc_in_impsmall_stairk.nif
pc_in_impsmall_stairkb.nif
pc_in_impsmall_stairs.nif
Ungodly complex

pc_in_impsmall_wall.nif Complex
pc_in_impsmall_wall2.nif Reduce UV repeats
pc_in_impsmall_wall3.nif Reduce UV repeats
pc_in_imp_big_void_01.nif What is this for?
pc_in_imp_ceiling.nif Why does this have a 'top'?
pc_in_imp_dragon_rlf.nif Fix alpha flags
pc_in_imp_embrasure.nif Bevel window
pc_in_imp_floor.nif Optimize
pc_in_imp_hatch.nif
pc_in_imp_h_dj_01.nif Needs fixing; likely repeats; it should NOT have all black on it
pc_in_imp_h_dj_02.nif ok
pc_in_imp_pillar_quar.nif Complex
pc_in_imp_platform.nif Remove animation; condense collision(on anything where it isnt for other meshes too!)
pc_in_imp_shutter_gb.nif Ok
pc_in_imp_win_church.nif Replace, Overkill!

pc_in_str_3way.nif fix collision
pc_in_str_4way.nif fix collision
pc_in_str_corner.nif collision
pc_in_str_dframe.nif collision
pc_in_str_djamb_sq.nif
pc_in_str_endcap.nif
pc_in_str_hall.nif
pc_in_str_pillar_w.nif
Collision needs to follow the mesh more closely. It either needs to be better centered or basic boxes added for the posts. Plus some of it needs to be condensed.

pc_in_str_pillar_w0.nif Only good one! Collision follows closely!
pc_in_str_pillar_w1.nif What is this for?
pc_in_str_pillar_w2.nif Why does this have an animation?
pc_in_str_plain_ceil.nif Better collision
pc_in_str_plain_flr.nif This is so simple it doesnt need collision. And what are the properties for?
pc_in_str_railing.nif Collision tweak

pc_in_str_room_center.nif
pc_in_str_room_corner.nif
pc_in_str_room_entry.nif
pc_in_str_room_side.nif
Once again, fix the collision so it follows more closely.

pc_in_str_skirting.nif Remove the unneeded node
pc_in_str_stair_s.nif Collision
pc_in_str_stair_t_01.nif
pc_in_str_stair_t_02.nif
Once again, collision

pc_in_str_tower.nif
pc_in_str_wall.nif
pc_in_str_window_01.nif
pc_in_str_window_02.nif
pc_in_str_window_03.nif
pc_in_str_window_04.nif
These should be fine.


**********************************
*********************************************************
*********************************************************************************

"l" Folder Meshes
Spoiler: show
pc_col_lantern_01.nif This is good.
pc_col_lantern_02.nif Are you serious? Someone please help this. Just go look at the hidden stuff.
pc_col_lantern_03.nif Simplification is a nice word
pc_col_lantern_04.nif Once again, help this.
pc_col_lantern_05.nif This one too
pc_col_lantern_small01.nif Fine
pc_col_lantern_small02.nif Fine

pc_com_chandelier_01.nif
pc_com_chandelier_01f.nif
I shouldnt even have to point out why these are so wrong.

The candles on all of these could use an update so they arnt so angular.


**********************************
*********************************************************
*********************************************************************************

'o' Folder Meshes
Work in progress
Spoiler: show
pc_col_amphora_01.nif
pc_col_amphora_02.nif
pc_com_r_cupboard_01.nif
pc_com_r_desk_01.nif
pc_cont_ar_chest_01.nif
pc_cont_chest_small_01.nif
pc_cont_chest_small_02.nif
pc_cont_corpse_sit.nif
pc_cont_crate_01.nif
pc_cont_crate_02.nif
pc_cont_crate_03.nif
pc_cont_imp_urn.nif
pc_cont_ore_gc_am_15.nif
pc_cont_ore_gc_am_16.nif
pc_cont_ore_gc_am_17.nif
pc_cont_ore_gc_am_18.nif
pc_cont_ore_gc_am_19.nif
pc_cont_ore_gc_am_20.nif
pc_cont_ore_gc_am_21.nif
pc_cont_ore_gc_gld_01.nif
pc_cont_ore_gc_gld_02.nif
pc_cont_ore_gc_gld_03.nif
pc_cont_ore_gc_gld_04.nif
pc_cont_ore_gc_gld_05.nif
pc_cont_ore_gc_gld_06.nif
pc_cont_ore_gc_gld_07.nif
pc_cont_ore_gc_irn_01.nif
pc_cont_ore_gc_irn_02.nif
pc_cont_ore_gc_irn_03.nif
pc_cont_ore_gc_irn_04.nif
pc_cont_ore_gc_irn_05.nif
pc_cont_ore_gc_irn_06.nif
pc_cont_ore_gc_irn_07.nif
pc_cont_ore_gc_slv_01.nif
pc_cont_ore_gc_slv_02.nif
pc_cont_ore_gc_slv_03.nif
pc_cont_ore_gc_slv_04.nif
pc_cont_ore_gc_slv_05.nif
pc_cont_ore_gc_slv_06.nif
pc_cont_ore_gc_slv_07.nif
pc_cont_roastedfish_01.nif
pc_cont_roastedfish_02.nif
pc_cont_roastedfish_03.nif
pc_cont_roastedrat_01.nif
pc_cont_roastedrat_02.nif
pc_flora_alkanet.nif
pc_flora_aloe.nif
pc_flora_apple_01.nif
pc_flora_apple_02.nif
pc_flora_apple_03.nif
pc_flora_arrow_01.nif
pc_flora_arrow_02.nif
pc_flora_arrow_03.nif
pc_flora_bbeacon1.nif
pc_flora_bbeacon2.nif
pc_flora_bbeacon3.nif
pc_flora_bberry.nif
pc_flora_bergamot.nif
pc_flora_bloodlily.nif is going to be worked to fix all the flatness
pc_flora_carrot.nif
pc_flora_cberry1.nif
pc_flora_cberry2.nif
pc_flora_cbolete1.nif
pc_flora_cbolete2.nif
pc_flora_cbolete3.nif
pc_flora_cfunnel_1.nif
pc_flora_cfunnel_2.nif
pc_flora_cfunnel_3.nif
pc_flora_cinpoly1.nif
pc_flora_cinpoly2.nif
pc_flora_columbine.nif
pc_flora_corn.nif
pc_flora_driadsad_01.nif
pc_flora_driadsad_02.nif
pc_flora_driadsad_03.nif
pc_flora_driadsad_04.nif
pc_flora_ecup.nif
pc_flora_erussula1.nif
pc_flora_erussula2.nif
pc_flora_famanita1.nif
pc_flora_famanita2.nif
pc_flora_fennel.nif
pc_flora_flax1.nif
pc_flora_flax2.nif
pc_flora_flax3.nif
pc_flora_foxglove.nif
pc_flora_ginko.nif
pc_flora_ginseng.nif
pc_flora_ginsengy.nif
pc_flora_grape1.nif
pc_flora_grape2.nif
pc_flora_greencup.nif
pc_flora_greenshelf.nif
pc_flora_grod.nif
pc_flora_hyacinth.nif
pc_flora_hyacinthb.nif
pc_flora_hyacintho.nif
pc_flora_hyacinthr.nif
pc_flora_ladysmantle.nif
pc_flora_ladyssmock.nif
pc_flora_lavend.nif

pc_flora_lilyov1.nif
pc_flora_lilyov2.nif
pc_flora_lilyov3.nif
pc_flora_lilyov4.nif
I made these and as such, any errors will be small. Leave em for now, they can be checked of course, but priority is as low as possible.

pc_flora_lotus.nif
pc_flora_mandrake.nif
pc_flora_milkthisle.nif
pc_flora_milkthistle2.nif
pc_flora_monkshood.nif
pc_flora_motherwort.nif
pc_flora_nightshade.nif
pc_flora_nirnroot.nif
pc_flora_onion_01.nif
pc_flora_onion_02.nif
pc_flora_peony.nif
pc_flora_pitcher.nif
pc_flora_potato.nif
pc_flora_prose.nif
pc_flora_psnlily.nif
pc_flora_psnlily2.nif
pc_flora_pumpkin.nif
pc_flora_radish.nif
pc_flora_redwort.nif
pc_flora_shorn.nif

pc_flora_socatra1.nif
pc_flora_socatra2.nif
pc_flora_socatra3.nif
Needed a little tidying, but I will do that myself and priority is low.

pc_flora_somnalius.nif
pc_flora_spkrice_01.nif
pc_flora_spkrice_02.nif
pc_flora_spkrice_03.nif
pc_flora_steelblue_1.nif
pc_flora_steelblue_2.nif
pc_flora_stjahns.nif
pc_flora_strawberry.nif
pc_flora_summerb_01.nif
pc_flora_summerb_02.nif
pc_flora_thungleweed.nif

pc_flora_tigerlily.nif
pc_flora_tigerlily2.nif
Needed the central part where pollen resides, but this is low priority and I will do it myself.

pc_flora_tobacco.nif
pc_flora_tomato.nif
pc_flora_tpporec_01.nif
pc_flora_tpporec_02.nif
pc_flora_tpporec_03.nif
pc_flora_tppore_01.nif
pc_flora_tppore_02.nif
pc_flora_trinityplant.nif I made this, could use a poly reduction if its used in any great amount, so low priority for now.
pc_flora_vbugloss.nif
pc_flora_wispstalk.nif
pc_flora_wormwood.nif


**********************************
*********************************************************
*********************************************************************************

"x" Folder Meshes
Work in long progress
Spoiler: show
pc_act_sign_anvil.nif
pc_act_sign_brinac.nif
pc_act_sign_kvatch.nif
pc_act_sign_skingrad.nif
pc_act_sign_sutch.nif
pc_act_spost.nif
pc_ex_anv_ chimney 01.nif
pc_ex_anv_adon1st1.nif
pc_ex_anv_adon1st2.nif
pc_ex_anv_adon2st1.nif
pc_ex_anv_adon2st2.nif
pc_ex_anv_balcony_01.nif
pc_ex_anv_balcony_02.nif
pc_ex_anv_beam1024a.nif
pc_ex_anv_beam1024b.nif
pc_ex_anv_beam256b.nif
pc_ex_anv_beam512a.nif
pc_ex_anv_beam512b.nif
pc_ex_anv_building_01.nif
pc_ex_anv_building_02.nif
pc_ex_anv_building_03.nif
pc_ex_anv_canopy _03.nif
pc_ex_anv_canopy_01.nif
pc_ex_anv_canopy_02.nif
pc_ex_anv_chpltower.nif
pc_ex_anv_entrance_01.nif
pc_ex_anv_entrance_02.nif
pc_ex_anv_fountain_01.nif
pc_ex_anv_fount_wall.nif
pc_ex_anv_l_wall01.nif
pc_ex_anv_plat_01.nif
pc_ex_anv_skywalk.nif
pc_ex_anv_skywlkroof.nif
pc_ex_anv_stairs_01.nif
pc_ex_anv_stairs_02.nif
pc_ex_anv_stairs_03.nif
pc_ex_anv_steps.nif
pc_ex_anv_stonew_c_01.nif
pc_ex_anv_stonew_d_01.nif
pc_ex_anv_stonew_e_01.nif
pc_ex_anv_stonew_s_01.nif
pc_ex_anv_s_wall01.nif
pc_ex_anv_s_wall02.nif
pc_ex_anv_tower.nif
pc_ex_anv_trellis.nif
pc_ex_anv_window_01.nif
pc_ex_anv_window_02.nif
pc_ex_anv_window_03.nif
pc_ex_anv_window_04.nif
pc_ex_anv_window_05.nif
pc_ex_anv_window_06.nif
pc_ex_anv_wplat_cent.nif
pc_ex_anv_wplat_corn.nif
pc_ex_anv_wplat_end.nif
pc_ex_anv_wplat_lrg.nif
pc_ex_anv_wplat_rail.nif
pc_ex_anv_wtower01.nif
pc_ex_ar_bridge01.nif
pc_ex_ar_bridge02.nif
pc_ex_ar_bridge03.nif
pc_ex_ar_circlewalk01.nif
pc_ex_ar_crclewlkstep.nif
pc_ex_ar_entrance01.nif
pc_ex_ar_hillent01.nif
pc_ex_ar_iblock01.nif
pc_ex_ar_iblock02.nif
pc_ex_ar_iblock03.nif
pc_ex_ar_innercircle01.nif
pc_ex_ar_innercircle02.nif
pc_ex_ar_innercircle03.nif
pc_ex_ar_innercircle04.nif
pc_ex_ar_innercircle05.nif
pc_ex_ar_oblock01.nif
pc_ex_ar_oblock02.nif
pc_ex_ar_oblock03.nif
pc_ex_ar_oblock04.nif
pc_ex_ar_oblock05.nif
pc_ex_ar_outcircleplat.nif
pc_ex_ar_outercircle01.nif
pc_ex_ar_outercircle02.nif
pc_ex_ar_outercircle03.nif
pc_ex_ar_outercircle04.nif
pc_ex_ar_outercircle05.nif
pc_ex_ar_outercircle06.nif
pc_ex_ar_outercircle07.nif
pc_ex_ar_pedestal01.nif
pc_ex_ar_ringinerwal01.nif
pc_ex_ar_ringledge01.nif
pc_ex_ar_sprlcolmn01.nif
pc_ex_ar_sprlstairs01.nif
pc_ex_ar_stairs01.nif
pc_ex_bw_cave_ent_01.nif
pc_ex_col_barrowent.nif
pc_ex_col_wall01.nif
pc_ex_col_wall02.nif
pc_ex_col_wall03.nif
pc_ex_col_wbridge01.nif
pc_ex_com_1plat_01a.nif
pc_ex_com_1roofcr_01.nif
pc_ex_com_1roofs_01.nif
pc_ex_com_2roofe45_01b.nif
pc_ex_com_2roofend_01l.nif
pc_ex_com_2roofend_01r.nif
pc_ex_com_2rooff_01.nif
pc_ex_com_2roofs_01.nif
pc_ex_com_2wallc45_01a.nif
pc_ex_com_2wallcr_01a.nif
pc_ex_com_2walle45_01a.nif
pc_ex_com_2wallf_01a.nif
pc_ex_com_2window_01.nif
pc_ex_com_bollard_01.nif
pc_ex_com_bollard_02.nif
pc_ex_com_build03_vr.nif
pc_ex_com_chim_s00.nif
pc_ex_com_chim_t00.nif
pc_ex_com_crane_01.nif
pc_ex_com_crane_02.nif
pc_ex_com_doorf_00.nif
pc_ex_com_doorjam01.nif
pc_ex_com_doorjam02.nif
pc_ex_com_doorrocks01.nif
pc_ex_com_houseshed01.nif
pc_ex_com_skywalk01.nif
pc_ex_com_tavern01.nif
pc_ex_com_tower01.nif
pc_ex_com_waterwheel.nif
pc_ex_com_window01.nif
pc_ex_cranel01.nif
pc_ex_cranel02.nif
pc_ex_cranel03.nif
pc_ex_cranem01.nif
pc_ex_cranem02.nif
pc_ex_cranepfrml.nif
pc_ex_cranepfrms.nif
pc_ex_cranepfrmxl.nif
pc_ex_cranes01.nif
pc_ex_crypt_01.nif
pc_ex_crypt_02.nif
pc_ex_docks_128.nif
pc_ex_docks_3way.nif
pc_ex_docks_3wayb.nif
pc_ex_docks_3ways.nif
pc_ex_docks_3waysb.nif
pc_ex_docks_4way.nif
pc_ex_docks_4wayb.nif
pc_ex_docks_center.nif
pc_ex_docks_centerb.nif
pc_ex_docks_centers.nif
pc_ex_docks_centersb.nif
pc_ex_docks_cleat.nif
pc_ex_docks_cornerb_01.nif
pc_ex_docks_cornerb_02.nif
pc_ex_docks_cornersb01.nif
pc_ex_docks_cornersb02.nif
pc_ex_docks_cornersb03.nif
pc_ex_docks_corners_01.nif
pc_ex_docks_corners_02.nif
pc_ex_docks_corners_03.nif
pc_ex_docks_corner_01.nif
pc_ex_docks_corner_02.nif
pc_ex_docks_end.nif
pc_ex_docks_endc.nif
pc_ex_docks_ends.nif
pc_ex_docks_piling.nif
pc_ex_docks_pilingb.nif
pc_ex_docks_pilings.nif
pc_ex_docks_piling_01.nif
pc_ex_docks_steps.nif
pc_ex_docks_steps_01.nif
pc_ex_ffence_bk_01.nif
pc_ex_ffence_co_01.nif
pc_ex_ffence_gh_01.nif
pc_ex_ffence_gh_02.nif
pc_ex_ffence_gt_01.nif
pc_ex_ffence_lt_01.nif
pc_ex_ffence_lt_02.nif
pc_ex_ffence_pt_01.nif
pc_ex_ffence_sp_01.nif
pc_ex_ffence_sp_02.nif
pc_ex_ffence_sp_03.nif
pc_ex_ffence_sp_04.nif
pc_ex_ffence_st_01.nif

pc_ex_galleon_01.nif
pc_ex_galleon_02.nif
pc_ex_galleon_03.nif
pc_ex_galleon_04.nif
These here need optimization badly(or replacement if its easier in some way). Since there are a limited number at the moment, they arnt exactly urgent, but could use help when someone can get around to it.

pc_ex_gc_awning1.nif
pc_ex_gc_awning2.nif
pc_ex_gc_awning3.nif
pc_ex_gc_awning4.nif
pc_ex_gc_barn1.nif
pc_ex_gc_cave_exit01.nif
pc_ex_gc_cave_exit02.nif
pc_ex_gc_chimney.nif
pc_ex_gc_cistern.nif
pc_ex_gc_curtain1.nif
pc_ex_gc_curtain2.nif
pc_ex_gc_doorframe1.nif
pc_ex_gc_doorframe2.nif
pc_ex_gc_doorrock1.nif
pc_ex_gc_doorrock2.nif
pc_ex_gc_house1.nif
pc_ex_gc_house2.nif
pc_ex_gc_house3.nif
pc_ex_gc_house4.nif
pc_ex_gc_mine_exit.nif
pc_ex_gc_palmlogs.nif
pc_ex_gc_plank1.nif
pc_ex_gc_plank2.nif
pc_ex_gc_planks1.nif
pc_ex_gc_planks2.nif
pc_ex_gc_railing.nif
pc_ex_gc_well.nif
pc_ex_gc_window1.nif
pc_ex_gc_window2.nif
pc_ex_goblin_beam.nif
pc_ex_goblin_depot.nif
pc_ex_goblin_pal_01.nif
pc_ex_goblin_pal_02.nif
pc_ex_goblin_shelter.nif
pc_ex_grave_01.nif
pc_ex_grave_02.nif
pc_ex_grave_03.nif
pc_ex_grave_04.nif
pc_ex_grave_05.nif
pc_ex_grave_06.nif
pc_ex_grave_07.nif
pc_ex_grave_rail_01.nif
pc_ex_grave_rail_c.nif
pc_ex_grave_rail_e.nif
pc_ex_grave_rail_post.nif
pc_ex_imp_belltower_01.nif
pc_ex_imp_bell_01.nif
pc_ex_imp_dock_01.nif
pc_ex_imp_dock_02.nif
pc_ex_imp_dock_03.nif
pc_ex_imp_dock_04.nif
pc_ex_imp_dock_05.nif
pc_ex_imp_gate.nif
pc_ex_imp_gateframe.nif
pc_ex_imp_gateframe_s.nif
pc_ex_imp_gateh.nif
pc_ex_imp_gatejamb01.nif
pc_ex_imp_gatejamb02.nif
pc_ex_imp_gatejamb03.nif
pc_ex_imp_gatejamb04.nif
pc_ex_imp_railing_lng.nif
pc_ex_imp_railing_srt.nif
pc_ex_imp_roofs_01.nif
pc_ex_imp_stairs.nif
pc_ex_imp_tower2x.nif
pc_ex_imp_towerb2x_3.nif
pc_ex_imp_towerb2x_top.nif
pc_ex_imp_walcr45_01b.nif
pc_ex_imp_wale45_01a.nif
pc_ex_imp_walkway.nif
pc_ex_imp_walkway_end.nif
pc_ex_imp_wall_arch_02.nif
pc_ex_imp_wall_arch_03.nif
pc_ex_imp_wall_arch_04.nif
pc_ex_imp_wall_cr_01b.nif
pc_ex_imp_wall_cr_02a.nif
pc_ex_imp_wall_f_01a.nif
pc_ex_imp_wall_h_01b.nif
pc_ex_imp_wall_s.nif
pc_ex_imp_window_01.nif
pc_ex_imp_win_church.nif
pc_ex_longboat_01.nif
pc_ex_longboat_02.nif
pc_ex_marketstand_01.nif
pc_ex_marketstand_02.nif
pc_ex_marketstand_03.nif
pc_ex_marketstand_04.nif
pc_ex_marketstand_05.nif
pc_ex_marketstand_06.nif
pc_ex_nib_dormer.nif
pc_ex_nib_house_01.nif
pc_ex_nib_house_02.nif
pc_ex_nib_house_03.nif
pc_ex_nib_house_04.nif
pc_ex_nib_house_05.nif
pc_ex_nib_house_06.nif
pc_ex_nib_house_07.nif
pc_ex_nib_house_08.nif
pc_ex_nib_house_09.nif
pc_ex_rail_01.nif
pc_ex_rail_02.nif
pc_ex_rail_03.nif
pc_ex_rail_04.nif
pc_ex_rail_05.nif
pc_ex_rail_06.nif
pc_ex_str_ chimney 01.nif
pc_ex_str_adon1st1.nif
pc_ex_str_adon1st2.nif
pc_ex_str_adon2st1.nif
pc_ex_str_adon2st2.nif
pc_ex_str_balcony_01.nif
pc_ex_str_balcony_02.nif
pc_ex_str_building_01.nif
pc_ex_str_building_02.nif
pc_ex_str_building_03.nif
pc_ex_str_chplrndwin.nif
pc_ex_str_chpltower.nif
pc_ex_str_chplwin01.nif
pc_ex_str_chplwin02.nif
pc_ex_str_dock.nif
pc_ex_str_dock_clm.nif
pc_ex_str_entrance.nif
pc_ex_str_gate.nif
pc_ex_str_lighthouse.nif
pc_ex_str_skywalk.nif
pc_ex_str_skywlkroof.nif
pc_ex_str_stairs_03.nif
pc_ex_str_steps.nif
pc_ex_str_tower.nif
pc_ex_str_tower2.nif
pc_ex_str_wall_01.nif
pc_ex_str_wall_02.nif
pc_ex_str_wall_03.nif
pc_ex_str_wall_04.nif
pc_ex_str_wall_05.nif
pc_ex_str_wall_06.nif
pc_ex_str_window_01.nif
pc_ex_str_window_02.nif
pc_ex_str_window_03.nif
pc_ex_str_window_04.nif
pc_ex_wallfountain_01.nif
pc_ex_warship.nif

pc_ex_wshrn_altar.nif
pc_ex_wshrn_pillarbase.nif
pc_ex_wshrn_pillartop.nif
pc_ex_wshrn_pillartopr.nif
pc_ex_wshrn_pillrflatl.nif
pc_ex_wshrn_pillrflatm.nif
pc_ex_wshrn_pillrflats.nif
pc_ex_wshrn_pillrruinl.nif
pc_ex_wshrn_pillrruinm.nif
pc_ex_wshrn_pillrruins.nif
pc_ex_wshrn_platform.nif
pc_ex_wshrn_platfrm01.nif
pc_ex_wshrn_platfrm02.nif
pc_ex_wshrn_platfrm03.nif
pc_ex_wshrn_platfrm04.nif
pc_ex_wshrn_topchunk01.nif
pc_ex_wshrn_topchunk02.nif
pc_ex_wshrn_topchunk03.nif
pc_ex_wshrn_topchunkf.nif
All this wayshrine stuff I will be tidying up and refining a bit. Because there are a limited number of wayshrines total though, this isnt an absolute priority at the moment.

pc_water_circle1024_dg.nif
pc_water_circle128_dg.nif
pc_water_circle2048_dg.nif
pc_water_circle256_dg.nif
pc_water_circle512_dg.nif
pc_water_circle64_dg.nif
pc_water_cvflow256s_dg.nif
pc_water_cvflow256_dg.nif
pc_water_cvflow512s_dg.nif
pc_water_cvflow512_dg.nif
pc_water_cvrapd256s_dg.nif
pc_water_cvrapd256_dg.nif
pc_water_cvrapd512s_dg.nif
pc_water_cvrapd512_dg.nif
pc_water_rectf256_01.nif
pc_water_rectf256_02.nif
pc_water_rectf256_03.nif
pc_water_rectr25601.nif
pc_water_rectr256_02.nif
pc_water_rectr256_03.nif
pc_water_rects256_01.nif
pc_water_rects256_02.nif
pc_water_rects256_03.nif
pc_water_sqflow1024.nif
pc_water_sqflow256.nif
pc_water_sqflow512.nif
pc_water_sqstat1024.nif
pc_water_sqstat256.nif
pc_water_sqstat512.nif
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

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Saint_Jiub
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Re: Master Model Thread

Postby Saint_Jiub » 25 May 2013, 06:33

pc_flora_ivy_01.nif ivy texture sizes are a tad large.
pc_flora_ivy_02.nif same, meshes are ok though


Jiminey Christmas! 1024x1024 would be "a tad large." 2048x2048 would be overkill. That is just absurd.

I'll go through all the entries where you said the textures need work and see what I can do for 'em.

EDIT: Okay, my framerate just got a hell of a lot better by resizing the ivy textures to 1024x1024 and 256x1024 and compressing the textures. I think I found my culprit for Stirk- those models are used all over the place. By the time the rocks and trees get optimized, I think we'll be good to go.

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SamirA
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Re: Master Model Thread

Postby SamirA » 25 May 2013, 08:27

That is the price we have paid early for using resources. It was a necessary evil, but one that we are luckily fixing.
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SGMonkey
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Re: Master Model Thread

Postby SGMonkey » 27 Jun 2013, 21:57

Ok. How in the fucking world did I miss this thread.

SGMonkey wrote:I've been remodeling the crypt tileset originally made by Barabus? I've done all the main peices and started working on a new doorway for the interior. Wolli also asked if i could make an exterior entrance. Although not entirely sure how he thought it should look. Can i get some concept photographs or something?

Anyway. I noticed that the stairs Barabus made were 64units shorter than that of normal vanilla stairs. So one flight of stairs doesn't allow for you to add a second floor. Should i create the new version the same or correct it?

Whilst remodeling the tileset i also noticed that they fill the entire 256 high square. SO when you have a floor ontop of each other you see them flickering through each other. Fixed that on all the meshes. Also made the vertex paint the same across all the meshes. Instead of some being green, some yellow, and some white or grey.

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SamirA
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Re: Master Model Thread

Postby SamirA » 27 Jun 2013, 22:18

See my reply in the other thread.
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SGMonkey
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Re: Master Model Thread

Postby SGMonkey » 28 Jun 2013, 00:57

So. Planning on fixing something else up after I'm done with the crypt set.

What else of high priority needs doing?

EDIT: All the rocks that are being done i can do them after I've finished the vanilla rocks if you want.

Although Taddeus still hasn't replied to my asking for permission.

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SamirA
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Re: Master Model Thread

Postby SamirA » 28 Jun 2013, 02:08

Did you mention to Taddeus that it was for PC? That might help.
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Wollibeebee
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Re: Master Model Thread

Postby Wollibeebee » 28 Jun 2013, 05:28

Everyone wants those rocks at this point.

I'd like to see the Joshua tree in Stirk fixed a bit, SGmonkey.

My next project will be to remake the Painting frame's models and textures, and I wouldn't mind redoing that ivy, as I'm not sure a low-rez version was ever uploaded. Unless it was Pmed to someone...

Although, if someone could make some nice "reman" stones, that would be good, seeing as there's a Lady stone just outside Anvil.

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SGMonkey
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Re: Master Model Thread

Postby SGMonkey » 28 Jun 2013, 06:48

Well the rocks im currently working on arent for PC. Just vanilla Morrowind.

And everyone wants them?

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Rattfink333
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Re: Master Model Thread

Postby Rattfink333 » 30 Jun 2013, 00:24

I want them :D

Eventually i am going to have to take the rocks from the red mountain mod. And make a mod where i search and replace them in the red mountain area. and also the trees with vurts crazy ones. I only want red mountain and it's immediate environs for that stuff. Not the whole island.

I'll get to that one of theses days...
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Wollibeebee
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Re: Master Model Thread

Postby Wollibeebee » 03 Jul 2013, 05:57

PC_Flora_GC_Palm04 has a huge UV issue on the nut area of the tree, where the branches are erected from.




penis.

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Re: Master Model Thread

Postby Tarius » 03 Jul 2013, 06:07

Wollibeebee wrote:PC_Flora_GC_Palm04 has a huge UV issue on the nut area of the tree, where the branches are erected from.




penis.

Wait, wtf? Wolli, what in the world are you doing?

Anyway, I just checked the palm mesh I gave to SamriA to replace the old one, there are no issues. Unless you havent gotten the updated files.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

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Wollibeebee
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Re: Master Model Thread

Postby Wollibeebee » 03 Jul 2013, 06:39

Latest data: https://dl.dropboxusercontent.com/u/236 ... l/palm.JPG
I would have done it myself, but I don't want to get in someone else's way.

Also, I used Tarius Material setting on the Anvil buildings and copied it onto the Anvil walls, then I edited the textures (rescaled 1 and removed a useless alpha layer from most the rest), mostly in terms of saturation and contrast/brightness.
https://dl.dropboxusercontent.com/u/236 ... 20Walls.7z
They looked weird before, now they fit much nicer with the Ayleid set and Anvil trim. :)

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SGMonkey
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Re: Master Model Thread

Postby SGMonkey » 03 Jul 2013, 13:39

Umm... Fixed?

Who modeled these btw?

Also, Wolli. If youre trying to save your internet usage why do you upload the textures that everyone already has?

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Re: Master Model Thread

Postby Tarius » 03 Jul 2013, 15:41

Wollibeebee wrote:Latest data: https://dl.dropboxusercontent.com/u/236 ... l/palm.JPG
I would have done it myself, but I don't want to get in someone else's way.

Also, I used Tarius Material setting on the Anvil buildings and copied it onto the Anvil walls, then I edited the textures (rescaled 1 and removed a useless alpha layer from most the rest), mostly in terms of saturation and contrast/brightness.
https://dl.dropboxusercontent.com/u/236 ... 20Walls.7z
They looked weird before, now they fit much nicer with the Ayleid set and Anvil trim. :)

Oops, seems I forgot to remove the extranuous UV channels. I will fix that soon. Although I find it wierd that it shows up fine for me, but not for you.

As for the walls, good god overkill. I just kinda glimpest one though and didnt take a thorough look.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

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Saint_Jiub
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Re: Master Model Thread

Postby Saint_Jiub » 03 Jul 2013, 21:49

Looks good. I haven't really looked through much of the Anvil set but I like what I see here.

...And hopefully this should shut up the "make all the cities Greco-Roman themed!" crowd on the official forums for 5 minutes.

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Re: Master Model Thread

Postby Tarius » 03 Jul 2013, 22:16

Ah yes, I took a further look at the walls. The arch number should be halved and the crenalations on the walls need to be halved as well. This will take care of the poly problem. One of the tower versions had a see through problem. And also stencil needed to be removed from at least one thing.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

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Wollibeebee
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Re: Master Model Thread

Postby Wollibeebee » 03 Jul 2013, 22:40

SGMonkey wrote:Umm... Fixed?

Who modeled these btw?

Also, Wolli. If youre trying to save your internet usage why do you upload the textures that everyone already has?

Fixed what? I'd rather know before I download it.

ZackG

like I said:
then I edited the textures (rescaled 1 and removed a useless alpha layer from most the rest), mostly in terms of saturation and contrast/brightness.



They'll never stop, Juib, never. And I'd be pretty keen if the walls got a upgrade sooner than later, so that I can make sure there are no worldspace errors (unlikely, I know.) I could also do with a entrance piece and a door to fit, seeing as the towers are currently in-accessible and the walls un-patrolable.
The original textures by Zack were almost completely white, they only looked half-decent with his material settings, but the material settings had to go, therefore i had to make the walls darker through their textures. Also, there was a trim texture with a resolution of 2048x512.

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Re: Master Model Thread

Postby Tarius » 03 Jul 2013, 23:44

Those old textures were awful and I would like to see them completely replaced. They fit more with a modern style which we dont have. Even ignoring th style, they still had a ton of seams and improperly blended seams.
Depends on what the trim texture was.

Have that palm fixed already, and fixed something else. The Ayleid places will be getting those crystals finally, but the actual welkyd stones I will probably wait to do until after this next batch of stuff I am working on.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

Tarius
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Re: Master Model Thread

Postby Tarius » 03 Aug 2013, 19:29

Looked at the L folder and if you are getting lag around a couple of the lanterns, well you shouldnt be suprised.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

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