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Possible to make the collision of the player / NPCs smaller?

collision mesh nif

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#1
YouDoNotKnowMyName

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Good evening everybody!

 

I did some testing and found out that the minimum dimensions of a space for the player to walk through is 64 CK units (36 inches or 0,91 m) wide and 144 CK units (81 inches or 2,05 m) high.

 

That is stupid.

 

 

Is there a way to make the collision of the player (and NPCs) smaller ( to something more realistic like 0,5m width and 1,8m height)?

I don't mean the actual size of the mesh, I just mean the "collision" part of the mesh.

 

Can this be changed just like the collision of a static object mesh?

(Get it into 3dsmax, make a new collision mesh, export it back out as a nif)



#2
RoNin1971

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I don't see why not. Not sure how (if) it affects anything havok related though, besides the obvious smaller profile being harder to hit. (I can live with that :P )



#3
YouDoNotKnowMyName

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I don't see why not. Not sure how (if) it affects anything havok related though, besides the obvious smaller profile being harder to hit. (I can live with that :tongue: )

I had a look at the "MaleBody.nif" and there is no actual collision there.

The collision is in the "Skeleton.nif" file.

It is just a rectangular box.

 

I don't think that the actual "hit detection" has anything to do with that.

I think that rectangular collision is what is used for determining if an NPC / the player can walk through a space.

 

Because the "hit detection" for the player / NPCs is not just a rectangle.

(Each body part like arms, legs, torso, head can be "hit" individually)

 

 

But there is lots of other stuff in the "skeleton.nif" file, and I don't know how to deal with that.

Because you can't just import a nif into 3dsmax and edit the collisiion and keep everything else intact.

(The collision does not get importet at all, you need to remake it if you want to "edit" it, and I don't think all the other information will get imported either)



#4
RoNin1971

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Most likely you will only need to replace the binary data containing the collision data, with a new one. An export of just a new collision might do the trick. (although I'm not familiar enough with exporting anything nif related from 3DS, so there might be more to keep in mind. )

Too bad they don't scale up or down, as it would be as easy as rescaling a model (shape) otherwise.



#5
DieFeM

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You can scale collision exporting the static collection of the scaled mesh, but I would say you're right about the rectangular collision, what defines the shape of an actor, in terms of where it can fit, is defined by the bounding box in the skeleton, and that can be adjusted in Nifskope. Click on "show collision", it will show a red box, you can change the scale and position in the BSBound block.



#6
RoNin1971

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You can scale collision exporting the static collection of the scaled mesh, but I would say you're right about the rectangular collision, what defines the shape of an actor, in terms of where it can fit, is defined by the bounding box in the skeleton, and that can be adjusted in Nifskope. Click on "show collision", it will show a red box, you can change the scale and position in the BSBound block.

I just had to check and see you are right. This is actually pretty easy to change.

I suppose its not possible to swap the skeleton on run-time?

As that would allow for an even lower bounding box, for when you enter crawling mode. (so we could finally crawl through tiny spaces)



#7
YouDoNotKnowMyName

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You can scale collision exporting the static collection of the scaled mesh, but I would say you're right about the rectangular collision, what defines the shape of an actor, in terms of where it can fit, is defined by the bounding box in the skeleton, and that can be adjusted in Nifskope. Click on "show collision", it will show a red box, you can change the scale and position in the BSBound block.

I just had to check and see you are right. This is actually pretty easy to change.

I suppose its not possible to swap the skeleton on run-time?

As that would allow for an even lower bounding box, for when you enter crawling mode. (so we could finally crawl through tiny spaces)

 

I asked about if that was possible a while ago ...



#8
RoNin1971

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You can scale collision exporting the static collection of the scaled mesh, but I would say you're right about the rectangular collision, what defines the shape of an actor, in terms of where it can fit, is defined by the bounding box in the skeleton, and that can be adjusted in Nifskope. Click on "show collision", it will show a red box, you can change the scale and position in the BSBound block.

I just had to check and see you are right. This is actually pretty easy to change.

I suppose its not possible to swap the skeleton on run-time?

As that would allow for an even lower bounding box, for when you enter crawling mode. (so we could finally crawl through tiny spaces)

 

I asked about if that was possible a while ago ...

 

I know, and am just as interested to know as you are. (but surely not as capable to actually do something with it as you are, as I have yet to dig into papyrus / scripting for fo4)

 

Maybe its because I played 'Terminator' in the meantime, using ducts to bypass or escape those pesky T-800's until you can finally take them on in combat :P



#9
DieFeM

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Maybe you could create a duplicate of the race with the edited skeleton and swap the race with SetRace when the player is crawling.







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