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Crash180

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  1. I tried those commands again using global and relative positions with no success. The only way I could get it to work was if I was lined up with any of the four cardinal positions. To make sure I haven't worded things poorly I would want the horizontal pipe to spin like a rolling pin or a spit on a rotisseries.
  2. I was wanting to make the conduit and power points rotate on their pipe axis to make them point where I want. I don't like the fixed snap point directions. I've attempted something like this with Place Everywhere but I think I had to face due North to get it to rotate on the axis.
  3. Good to know. Wanted to make sure I wasn't missing something obvious. My new tedious method I am trying out is when I find a material I like I import the NIF, temporarily save it, open an existing file that has a 256 unit cube, append the material from the previous Blender save, rename the material to match the texture and save it with the material name. It's a bit convoluted but In theory this will gradually build a material library that I can pull from. For others I've replaced the path in the BSLightingShaderProperty to the material I am interested in but I don't know if it captures all the data. I don't know what is included in the .MAT and if the fields in the Blender material palette are an accurate reflection of it.
  4. An overdue question is can Blender directly use BGSM files to swap materials? Can you bring them in like you can a texture? The few times I've wanted a different one I have appended or copied it in from a previously imported NIF. Usually it has a long name ending in .MAT which I assume is a 3ds material library. In this case I am wanting to create my own concrete foundations and then do a material swap in the CK for other variations. I can change the texture in Blender but the CK only sees BGSM files in the material swap area so that won't work. I can create a new material but I have not found a way to browse to my desktop and select a material like I would a texture.
  5. I should specify that I want it to work on a constructible object.
  6. Yes, I do want to rotate it in game kind of like a blow pipe for blowing glass. All new stuff to me but it points me in a direction. Thank you.
  7. I am wanting to make items that rotate on an axis of my choosing. I experimented with the P-WS-Rotation in Nifskope but nothing changed. An example would be a pipe or tube where I could spin it on its long axis. Is it possible or does the game override all?
  8. I believe I understand most of the door structure now but I'm not sure about the NiMultTargetTransformController and NiDefaultObjectPalette. Is there a way to change the direction or side of the swing animation within Nifskope?
  9. I am trying to balance things and I was curious if the collision meshes I create add to the triangle count.
  10. I have watched both of his tutorials which helped me out a lot. When I tried the convex-hull method on a wall it produced 0 hulls and normals. It seemed to need another dimension before making the collision. I think I did the other method as well but I will check to make sure. Looks like I have plenty to work on now. Thank you again.
  11. I know when I did the collisions for the cabin I started to get carried away thinking everything needed its own collision until I gave it more thought. I will look at the CK tonight. I don't recall seeing them display like that. I made a collision like you would for a static item so that may be where my problem is. I have one more collision question if I'm not breaking posting etiquette. I haven't found a way to create a collision for an item on a flat plain like a sheet of glass or wallpaper.
  12. I replaced the collision in the same node as the BSTriShape door model itself. Guessing it broke some link. I'll see if there is another collision I overlooked. Was asking because I have a little OCD and I will want the correct sounds on most elements. The challenge for me is to not go down the rabbit hole. I spend too much time as it is making things just right in a post apocalyptic world. Thank you everyone. This has been very helpful.
  13. Thank you robotized. You were not wrong. I now have a working door without glass. Small steps. The door did animate without the AVObject edit but it seems best to do it since the original one was. My next experiment was that since objects can pass through the window opening I would put a board across it which means replacing the collision. I made the collision as I have done others but it breaks it somehow and I can walk through the door again. I can use the Painted Door without windows to get the full collision and that works but I am curious why it breaks when replaced. I don't have 3DS so I am using Blender 3.5.1 and Pynifly 4.3. Before selecting this combo I tried the newest of both and some in between and if I remember right they all stripped NiNodes, Collisions, ConnectionPoints and now NiControllerManager. Editor Markers to get imported. I always have to remake or paste back in what I need. Don't know if this is a limitation of Blender or Pynifly.
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