A set of intact and ruined aqueduct infrastrucutre pieces. Using the same brick texture as T_Imp_DngCyr (Reman ruin set)
Claimed by joanasc.
Aqueducts [joanasc]
Aqueducts [joanasc]
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
- Taniquetil
Uploaded, seems to be working fine with grid snap 32
- Attachments
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- Aqueduct.rar
- (369.83 KiB) Downloaded 92 times
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.
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.