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deadbeeftffn

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Posts posted by deadbeeftffn

  1. There is no easy way, but there is one!

     

    To edit an existing Nif:

    1. Export the Nif with NifSkope as .obj-file

    2. Import the .obj.file with Blender

    3. Resize/shrink the model by factor 10 (reccomended)

    4. Edit the mesh in Blender to your needs

    5. Export the mesh as .obj

    6. Import the mesh in Outfit Studio

    7. Export the obj as .nif

    7.a) In the top right window of OS: select the mesh

    7.b) select 'Properties...'

    7.c) select the 'Geometry' Tab

    7.d) deselect 'Skinned'

    7.e) save as Nif

    8.) go back into Blender

    9.) create a simplified mesh of the object you just have created.

    10.) resize this mesh by factor 10

    11.) export only this mesh as .obj.

    12.) Load the Nif created with OS into NifSkope

    13.) Pick "File/Import.../Import Obj as collision" from the menu

    14.) select the simplified mesh you exported with Blender

    15.) save the Nif.

    16.) 'convert' this Nif with Elric

     

    et voilá: You have a new model with custom collision. Be careful when creating a simplified mesh, KISS (Keep It Systemfriendly Simple :laugh:) otherwise the model may have some impact on the overall performance. The mesh should not have more than 128 vertices (IIRC). Always keep in mind that FO4 is not particularly fussy about the collision shape. Also, the collision created by NifSkope is missing an optimization which is not implemendet in NifSkope for legal reasons. (And that's why you need to keep the mesh simple :thumbsup: )

     

    Particularly important: Be prepared for the fact that it will take you a relatively long time to learn all of these steps. Sometimes you have to play around with the options before it works. Don't give up!
    P.S: Don't ask me for further details, it's too long ago that I made a custom mesh. Thanks for your understandig.
  2. That's all appreciated and I shall try pushing some buttons.

     

    To avoid more monkey-see-monkey-do button pushing, is there an authoritative description of the the NIF schema ?

     

     

     

    I sadly never found good information or tutorials, just basic forum posts.

    NIF is a proprietary format. NIF stands for "NetImmerse File." It is named after NetImmerse, the predecessor to Gamebryo. AFAIK Gamebase was (still is?) the developer. All information is kept under NDA which means, that you have to pay for it. NifSkope is not an official tool and the NifSkope developers never had a license to use NIF. So at least we could be happy to have such an extraordinary tool.

  3. ...

    4) Choose 'Export Binary'

    ...

    10) load the file binary data file you created earlier

    ...

    Well, I don't see why you should export / import the binary data. You can simply copy the whole bhkNPCollisionObject node from the source NIF to the target NIF. (Block/Copy Branch - Block/Paste Branch)

    Otherwise your instructions are correct - of course :smile:

  4. I would love to assist you, though my main problem is time :laugh: Actually, i have the same amount of time as you and everyone else, but it seems to be much less or shorter or whatsoever. :confused:

    I'm quite good in NifSkope, Blender and Gimp, CK and Papyrus. I know, how to UV-map (at least, to some extent) :teehee:

    Thus, if you need something, you may contact me, and I'll see if i can help.

  5. The NiNode #19 has an incomplete collision object. The data-entry is empty and body ID is 1. Pretty sure that this will crash your NiF.

    Furthermore the collision(s) for NiNode #18 do not match the mesh; the collision is too wide and it does also cover the lower part of the door.

    And then, the type of the collision is wrong. It's a static collision which does not move with the mesh. So even if you open the door you can't pass it, you are still running against a wall. This can't be fixed easily.

    The aimation itself looks ok so far.

  6. Well, i've checked the "original" NIF from fallout4 meshes and the collision looks good. Thus, it seems that something goes wrong when you modified the mesh.

    You may try to delete the bhkNPCollisionObject (the whole branch) from you NIF and replace it with the collision object from the original.

    If you load you NIF in CK, open the preview window and hit F4. You should see the collision as a red overlay and the stairhelper as a white overlay.

  7. Seems you have messed up the BSLighningShaderProperty. Under normal conditions FO4 will not use the BSShaderTextureSet, thus it is not an error if this child node doesn't exist.

    The file path to the material file shoul be inserted as the BSLighningShaderProperty name attribute.

     

    http://www.the-final-frontier.net/Screenshot00.png

     

    Also, make sure that there is a valid empty string assiged to "Wet Material". If this is "none" this will cause a CTD in CK/FO4, though NifSkope does ignore it.

  8.  

    Depending on the NIF file (specifically, if the glass has it's own TriShape), you could probably remove the glass in NIFSkope by deleting that or those TriShape(s).

     

     

    Mostly this will not work. A NIF has (most of the time) a 'baked' collision which holds all the collision data for this nif. If you delete a BSTriShape this will only remove the visible part of a NIF but it will not remove (parts of) the collision.

    Anyway, you may try it but don't be disappointed if it doesn't work.

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