- Moved posters in the Noble Quarter closer to the walls. (Reported by my obsessive-compulsive disorder)
- Shrunk another couple of occlusion planes in the Suntemple courtyard, to fix stuff popping in/out on camera turns.
This covers about 75% of the houses in Foreign, Market and Noble quarters of Ark, and at the Farmers Coast, a major portion of scaffolds and wood planking statics around the world.
Also made the roof tiles of the "Ark" houses somewhat thicker in an attempt to fix the sunlight leaking through them to the stuff right below. TBH, it did not help much, but meh...
Checked all meshes in Meshes\Enderal\Medievalpack folder, skipped the unused ones and rocks.
The normal textures were generated from the corresponding diffuse textures with the Basic (free) version of ShaderMap 4 tool because it produces way better results than the popular free online generators I tried. ShaderMap Basic allows non-commercial use, and I believe Enderal SE fits into this category. Also their site says something about "no watermarks" for the pro version, but I failed to notice any watermarks in the result textures, so it's not like there will be "SHADERMAP" written over all wooden textures in Ark or something.
Some wrong texture sets had been assigned to a couple of statics making the bridge system at the main gate to Ark (the gate to the Foreign Quarter) and the dam. The original intention 6+ years ago seems to be: one half of the bridge system (at the main gate) gets paved with the darkish cobblestone texture common for Ark (see the ground right at the gate), the other half (over the dam) keeps its original lighter cobblestone texture. I did try that original idea, but it did not impress me visually, so I went with "both halves have the lighter cobblestone from the model" we've got used to over the years, minus the mistextured parts.
Basically downsized all occlusion planes in those places. Apparently they work differently in SE and the old LE trick of oversized occlusion boxes/planes causes some sort of render lags now.
Fixed triangles with flipped faces or plain holes in the meshes, the almost black cage of the "jail" variant, vertex coloring (less weird black spots on the carts), some shader settings, and of course normals.
- Fixed the body wrist clipping through the sleeves, especially with higher character weights (almost fixed, clipping at the right wrist with a battleaxe unsheathed still remains, but it's probably not worth expanding the sleeves further more just for battleaxes)
- Hid the neck seam right under the chocker necklace
- Fixed other minor clipping and texture issues + cleanup of the mesh