Jump to content

Photo

Custom stair meshes

3dsmax nif custom assets custom mesh collision

  • Please log in to reply
18 replies to this topic

#1
YouDoNotKnowMyName

YouDoNotKnowMyName

    Overseer of Vault 114 / Destroyer of Precombines

  • Members
  • PipPipPipPip
  • 1,896 posts

Good afternoon everybody,

 

I am currently struggling with something I thought would be very simple: Custom stairs.

 

 

I tried to make a stair that has the same number of steps as the vanilla stairs, but you can't walk up them.

Jumping up from step to step works, but not "walking up".

 

I had a look at some of the vanilla stairs with nifskope but there doesn't seem to be a collision mesh (it doesn't show up when viewing collision).

 

 

So how can I make custom stairs?



#2
pepperman35

pepperman35

    Old hand

  • Members
  • PipPipPip
  • 881 posts

In 3ds max, you would create a stair helper which is a ramp running from the top step to the bottom one and angled appropriately.  Use this as your collision component.



#3
YouDoNotKnowMyName

YouDoNotKnowMyName

    Overseer of Vault 114 / Destroyer of Precombines

  • Members
  • PipPipPipPip
  • 1,896 posts

And how would I do that?



#4
South8028

South8028

    Fan

  • Members
  • PipPipPip
  • 419 posts

Good afternoon everybody,
 
I am currently struggling with something I thought would be very simple: Custom stairs.
 
 
I tried to make a stair that has the same number of steps as the vanilla stairs, but you can't walk up them.
Jumping up from step to step works, but not "walking up".
 
I had a look at some of the vanilla stairs with nifskope but there doesn't seem to be a collision mesh (it doesn't show up when viewing collision).
 
 
So how can I make custom stairs?

Maximum height custom step is 13 (in 3ds). If it is higher, the characters cannot climb it. When the steps are higher, then accordingly, they must be compensated collision.

#5
pepperman35

pepperman35

    Old hand

  • Members
  • PipPipPip
  • 881 posts

A ramp can be as simple a box (very thin), sized accordingly, and rotated to match the angle of the staircase.  You'd link the "ramp" to the staircase and then step up the collision physics.  If you are unfamiliar with that process, kinggath's vid should explain the basics.

 



#6
pepperman35

pepperman35

    Old hand

  • Members
  • PipPipPip
  • 881 posts

Take a look at SkyBridgeStairs01.nif for an example of a "stair helper."  If you could find a staircase of comparable size to your custom one, I'd imagine you could do some old fashioned nif editing by copying the stair helping into your nif.  Unfortunately, you can't see the collisions in nifscope so you'd have to then drop the piece into the CK to see the collision orientation (likely would need to be adjusted via trial and error).



#7
YouDoNotKnowMyName

YouDoNotKnowMyName

    Overseer of Vault 114 / Destroyer of Precombines

  • Members
  • PipPipPipPip
  • 1,896 posts

A ramp can be as simple a box (very thin), sized accordingly, and rotated to match the angle of the staircase.  You'd link the "ramp" to the staircase and then step up the collision physics.  If you are unfamiliar with that process, kinggath's vid should explain the basics.

 

 

Ah, so just a regular "editable mesh" that is shaped like a ramp?

 

And the rest of the stairs (the actual steps) don't have collision?



#8
YouDoNotKnowMyName

YouDoNotKnowMyName

    Overseer of Vault 114 / Destroyer of Precombines

  • Members
  • PipPipPipPip
  • 1,896 posts

 

Maximum height custom step is 13 (in 3ds). If it is higher, the characters cannot climb it. When the steps are higher, then accordingly, they must be compensated collision.

 

 

The height from step to step is about 6,75 "units", so that should be fine, right?



#9
South8028

South8028

    Fan

  • Members
  • PipPipPip
  • 419 posts

 Maximum height custom step is 13 (in 3ds). If it is higher, the characters cannot climb it. When the steps are higher, then accordingly, they must be compensated collision.
 

 
The height from step to step is about 6,75 "units", so that should be fine, right?
yes, character should be able to easily walk up stairs with that height and the npc too, if a navmesh is generated. npc went up the ladder with a height of 10-13 (I dont remember exactly how many, but no more than 13), and along the circular ladder (not without problems, because ai in game is one of the dumbest in the world, and they can bury their foreheads into a pole, or a wall at the corners).

Edited by South8028, 19 April 2022 - 11:04 AM.


#10
YouDoNotKnowMyName

YouDoNotKnowMyName

    Overseer of Vault 114 / Destroyer of Precombines

  • Members
  • PipPipPipPip
  • 1,896 posts

I tried to add a collision-ramp but that did not make it better.

 

The stair is very steep, maybe that is the problem?

 

(It is about 146 unit high and about 73 units "long")







Also tagged with one or more of these keywords: 3dsmax, nif, custom assets, custom mesh, collision

IPB skins by Skinbox
Page loaded in: 1.087 seconds