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3Liquid

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  1. Thank you very much! Working with a one of the latest version of blander, setting the OBJ with blender 2.49b and following your process I was finally able to make it work as intended To get the possibility to extract in nif format in blender 2.49b I followed the "Blender 249b Nif Plugin Tutorial by ACBRadio" https://www.nexusmods.com/newvegas/mods/69527?tab=description In the end i believe the search for different methos is linked to the familiarity with the tools we know: For OutfitStudio is the easy way to vertex painting For the newer versions of Blender is the upgraded interface and abondance of tutorial Hopefully new method will emerge with newer software, maybe... Thanks again
  2. I tried to ask on reddit but without success, but maybe here someone will know why. My goal is to add a custom static mesh in the game with functioning collision. With my process i have no problem, but the mesh don't display decals when it is shot (NitriShape), so when i decide to Stripify and convert it into a NiTriStrip, the collision and decals appear, except for the mesh, that is invisible until it's shot, and than became visible only on specific angle/distance, leaving the decals floating! Here my process: I made a mesh in Blender (4.1), a very simple wall. I unwrap the UV on a vanilla texture, and extract it as OBJ. I open OutfitStudio (OS) and import the OBJ, and added the texture (the mesh require only one texture). Once finish, I've extracted the mesh from OS as NIF in a new folder located in the meshes directory of the game. I opened the new nif with Nifskope and convert the Ninode into BSFadeNode (so i can use the GECK to work with) I Attach Extra Data > BSXFlags to the BSFadeNode and set the Integer Data to 2 (Havok) I right-click on the mesh from the render window and Create Convex Shape, this add the bhkCollisionObject > bhkRigidBody > bhkConvexVerticesShape as a root of BSFadeNode On bhkConvexVerticesShape I cheeked the radius to be 0.1 and set the material FO_HAV_MAT_METAL On bhkRigidBody I set the Process Contact Callback Delay to 65535, set the Mass and Inertia Tensor to 0, and set the Motion System to MO_SYS_FIXED. Than I Sanitize this thing in this order: Update All Tangent Spaces, Stripify all TriShapes, Fix Invalid Block Names, Fix Geometry Data Names and Reorder Blocks. Than I save. I open the GECK (Extender), from the folder dropped my NIF into the static object section of the GECK. I picked my mesh from the library of the GECK and added into the game, save the plug in as ESP and close the GECK. I opened the ModOrganizer2 (MO2), I see my plugin is present and I fire the game (In my case NVSE). Once in the game, my mesh is invisible until i shot it, as i stated at the beginning. After try and error i was able, more or less, to understand where the problem might be, it is the switching from the Shape to Strip? I honestly don't know... Thanks to the "Bits of Nifskopy" and "How To Make Collision For FNV" I was even able to add a custom collision using an older version of blender with the nif-plugin, and an older Sniff that can support x64... Hopefully I have transmit you my deeper rage/stress, but let's take a deep breath and let's hope for the best, other wise i'll make every things in NiTriShape and game-end my self. My older post on reddit with some picture of the problem:
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