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misc items need optimization

Submitted by elderago on

from a different topic hers my post: http://morroblivion.com/forums/morroblivion/mods/893?page=2#comment-10965 "I thought that was the reasion why there was so much lag, I know remember these meshes were source of lag in morrowind as well, there was a time when "high poly" was very populer I remember simply using a poly reduce on an umbra replacer, and being able to reduce to 40% of its original faces without causing any deformation. this is a real pet peeve of mine I plan on looking into reducing the vertices as best as I can. probably one of the largest contribution to the excessive vertices is that A. the shapes are unoptimized,several of them have unneeded vertices (ranging from 200 to five hundred) .B. alot of them have unneeded triangles and C. the bottles with an alpha property have duplicates of each other ! is this even necessary ? to make them look more solid ? I want to find the original author of these meshes and strangle him ! and I KNOW these were from a morrowind mesh replacer because I use these in morrowind" as we all know the misc items are in dire need of optimization, 7,628 vertices in a single bottle is totally unnessary, if no one is doing this I'll do it, I personally would like to be able to go into a interior without my frame rate dropping to about 10 per second. I also plan on making a morrowind varient of this,but first what was the orignal mods name that you got these from ? was it quarls misc object replacer ?

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Last edited by thermador on 11 Jun 2012 - 09:22.

yeah I was able to reduce thendUcommonUmetalUbucket faces from 6892 vertices down to 1982 with little deformation, thats actually playable
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I'm glad that someone is moving on to this. I'm unsure if Hashmi is already working on it or not though.

And about the original creator of the meshes, it depends on if you are asking about the visual overhaul meshes or the base morroblivion ones. The base meshes are (mostly) from the original morrowind, Eloth should know where the visual overhaul ones came from.

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I know I have some clues as too the original creatures. please remember people that this is just a novice approach there probably will be some deformation although I'll do my best here, also holys shi.... NDbucket01 has almost 20000 vertices !! and it is just a bucket additionally it has no collison.
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I left a post in reply to yours on the visual overhaul thread, you might want to read it if you haven't already.

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I saw it these meshes are extremely high poly I am able to reduce most of them to under 4000, but I am only an armature at blender, if I reduce them too much they will become deformed. my goal is to get them under 3000 faces then if someone wants to further optimize them they are welcome to do so
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Optimizing an optimized model will result in a bad result.
If you plan on optimizing more you have to start with the original model.

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I know but most of these models arent optimized at all  I was able to reduce nbcombucke01 from 19001 vertices to under 4000 with very little deformanation, most of the excess vertices were duplicates I tried too avoid removing the ones that were needed

Most of these meshes have alot of unneeded triangles, I can easily remove around 2000 vertices but simply converting most of the triangles to quads.

 

not that that is the only thing I am doing, I may end up replacing a few of them  the above bucket is still way to high polly and is frankly ugly  

 

EDIT frustratingly  the nifskope turns those quads bake into triangles...damn...

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There are some limitations built into the nif file format ... it can only accept triangles ... and it needs to duplicate some vertices whenever the UV map has seams. Also it needs to split meshes when there multiple textures applied to applied to it and that too increases vertices.

 

 

 

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lol

I was able to make an exact duplicate of the ndcommonbellow, with vanilla morrowind verson the  modifed version has almost 14000 faces mine only 836 ....

anyways most of the vanialla stuff is too crude too work with as a replacer I am trying to save the replacers as best as I can, I have the nd common plates all reduced to around 1500 faces with little deformation, dont know what I will do with the bottles those are a diffrent subject

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quick update

 

hey guys just a quick update to let you know I am still working on this, an interesting note  is that alot of the object are just edited vanilla morrowind stuff, the uv are almost the same, sooo what I am doing is editing the old original morrowind stuff and then pasting over the replacers trishapes with mine retaining the material alpha and textures !

I am however at a stale mate with what to do with the bottles and plates i really like those...hmm

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Back this problem has kinda been on hold do to real life (collag among other things) I have been trying really hard to work on this but I am afraid I do not have the technical no how to really improve on the meshes, I'd replace them but frankly the are so damn pretty...

 

sorry guys, in any case does anybody have advice on what I could replace the stuff with ? that I can do

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I take it you have tried using PyFFI on these.

There's a new release out PyFFI-2.1.10.2c30444.win32.exe which seems very stable.

If I wanted to see the objects, I could load the esp into the CS?

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