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greekrage

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Everything posted by greekrage

  1. lol...was tech support for 25 years for an IT company here in greece...Ive seen it all :P I had many issues with customers because they said" i was talking to them as if they were children"... In my eyes everyone is inexperienced until proven otherwise.. My answer to some of these smart*****.... "hey if you know it all....why call me me ? "...
  2. well im going for a flat look but im still testing the model so it only has a simple diffuse on it... I have some nice grunge effects to add ... ( weathered,cracked etc.. )
  3. fixed it by adding a couple of boxes and attaching those elements to the boxes ..... NOw i have textures.. Weird.. btw...like my PT boat ? :P
  4. As the tittle reads... Everything else works fine except the parts made with lines and arc... Boxes and sphere work fine...
  5. in the end i had all posts collapsed into one object and did scaling and tilting for all and then dropped it onto the "floor" at zero Z axis and did the lines there which was much easier.. I had to learn the hard way :P
  6. today was my first day using line/spline..but i found mostly everything i needed to know from tutorials.. as this picture explains.... I was working on a preexisting model i made from bits a pieces and wanted to add the rails . I couldnt make the model separately because the rail as you see is curved but what you cant see is that the surface also tilted from from front to back and each post had to be adjusted on the z axis... SO i had to make it ON the model surface to get it right...
  7. OK...imagine im making a boat and want to add rails to it. I made the posts using tubes etc and want to add the top of the rail where i use lines. My issue is that the model (the ship ) obviously isnt flat and sitting at zero "Z "... and when i start my line trying to select the top of the first post the verts go to the bottom of the model . Is there any way to "snap to the point im selecting ? This was a real headache because i had 2 lines with about 20 verts each that i had to lift and re-adjust on a model that isnt flat or square ... Ive noticed this when adding any shape that they never go where you want them but start at the bottom... ( yes i know i can clone the second shape etc.. and move it but this model has an oval shaped railing so imagine that it only makes it harder... ) this is the model in question.....
  8. there is i a "stairs" selection ?...in the collision group ?... I havent noticed it... Will try...
  9. nothing compares to a drive directly connected to the motherboard.... Ive seen great performance boosts since i started using M.2 drives.... Anything connected via cable cant compare...
  10. I totally get the idea of using simplified shapes as collision objects. The problem is when you get to objects like spiral stairs. If I use a box as a collision, I won't be able to use the stairs at all. I'll keep bumping into an invisible wall & so will the NPC's. :cool: :cool: :cool: :cool: :cool: If your stairs has railings and those are 1 object, you will get a (inaccessible) 'box' anyway. To do it correctly you should use a box for each step, and define a stairs with navmeshing. Or use a ramp, which is what I usually do. The complexity isn't really a big issue, as a convex hull is created which will encompas the mesh used to create the collision. However, using primitives gives you greater control as to where the collision will be and where not. Depends on the stairs like this for example... As you see the collision looks perfect (mesh).... but for some reason in game i cant walk up.... Scale is as the vanilla so where is the issue ?
  11. I totally get the idea of using simplified shapes as collision objects. The problem is when you get to objects like spiral stairs. If I use a box as a collision, I won't be able to use the stairs at all. I'll keep bumping into an invisible wall & so will the NPC's. :cool: :cool: :cool: :cool: :cool: If your stairs has railings and those are 1 object, you will get a (inaccessible) 'box' anyway. To do it correctly you should use a box for each step, and define a stairs with navmeshing. Or use a ramp, which is what I usually do. The complexity isn't really a big issue, as a convex hull is created which will encompas the mesh used to create the collision. However, using primitives gives you greater control as to where the collision will be and where not. Depends on the stairs like this for example... As you see the collision looks perfect (mesh).... but for some reason in game i cant walk up.... Scale is as the vanilla so where is the issue ?
  12. a) elrich has a settings folder ...Load settings from there.. B) in my example i obviously did the whole routine with proxies...( i didnt think i had to mention it......) c) by collapsing modifiers we mean the modifiers that the object takes when you do the collision routine... Just go to each effected part you made collision for and its clone ,click each one and do... "reset Xform " and then collapse /collapse selected...etc for each part.. We dont use specific settings to export but we do use a specific plugin and thats the gamebryo...NOT the netmerse Watch KingGath's 2 vids on collision to get the method in your head... When i did yours ...all i did was follow the method to the letter...nothing else and you saw the result...
  13. your exports were easily fixable by simply scaling the original trishape to 1 ( it was 0.3xxx).. But i played with them and found that reseting xform and collapsing the original and THEN doing the process gave me this...( i obviously deleted the copy you had and cleared the rigid body modifier from the original before starting ) ...
  14. I make the object. I copy the object & name it collision. I select both & use Havok Tools with the proxy option. I set the collision mesh to "mesh" & the obect to 60 weight. I click the hammer tab & select collision groups. I set the parameters to "concrete" & "static object" Export using Gambryo. In other words, I followed the video instruction to the letter. :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: thats exactly how i do it BUT... Ive seen errors upon exporting about reseting xform and collapsing ... So before i do the Havok part i collapse the copy... Also note: fixing it in nifskope is a b!tch since its tied to the object you cloned... In some cases i made the collision separately and pasted it to the nif after..
  15. like i mentioned before..i only got a usable version of 3ds 2 days ago... :tongue: Until now i only used 3ds or blender to convert models to nifs and added collision in CK using various parts like mac blocks etc.. in a scol unside the models.... But now with finally being able to export collision directly from 3ds its saved me many hours of work . I know mesh clones are heavy but i havent even begun to use the creation part of 3ds.....hence zero experience.
  16. A lot of weirdness with that location because it was never intended as a "settlement"... Its only a player home and not open for settlers hence doesnt need a sandbox and build zone is the the cell itself since its internal as mentioned above.. Havent played the game in a while since all i do is mod... but i cant remember if the build menu even has settler related items like vendors,beacon etc..... or if it even shows up in supply routes etc..
  17. The house in question is the metal prewar houses in sanctuary (with weathered textures) and the problem happens with every single one of them and only concerns the little/medium windows not the big ones. That's why i suspected that the game decides if it's a "see-through" mesh or not based on size. There several types of buildings parts that are problematic when generating pre vis... Ive had this issue with housekit parts many many times...... In one of my mods (the Nakano lighthouse mod)...I had to leave installing windows till after precombines because the add on rooms (square parts with windows directly across from each other )....were driving me nuts... In some cases i think even order of generating the cells makes a difference (where you start and where you finish ). This because of how precomb/vis generates outwards of the cell being generated and how far it reaches.... Precombines are a bit of hit or miss in my experience and no 100% method exists for all situations.... Trial and error my friend... As far as size ..Yes i think it makes a difference because ive seen it using walls with very skinny openings in the deco parts (there is one that has 3 vertical slits ) and every time i use it i have the issue of disappearing terrain etc while looking through it... Ive also seen this issue with barn walls with those little broken windows .... Also note even orientation of the opening makes a difference (rotation)...and what the windows "look at ".... Edit: Forgot to mention that windows that have complex frames like grates/criss cross patterns etc are a problem when you put glass on them...I think they confuse the generator and it probably skips them creating a "hole" in the process...
  18. This isnt a regular thing but im running into a few models that when exported to nif from 3ds...the collision is huge compared to the model its based on... Im using king Gaths method for exporting and on most models its fine... Example: I clone a part of the model that covers the collision i need and then do the rest based on those two meshes (obviously the clone is under the original since i create a ridged body with proxies and it automatically inserts itself under the original).... So how in the world is the clone/collision bigger after exporting ?
  19. if we are talking NON vanilla scripts that belong to the mod then i think that they need to be in the Ba2....
  20. i do mine manually building by building.....Its part of the routine when navmeshing each building ( i dont use automated to do insides...I do a havok for out side and then edit the rest by hand ).. Lol it took over a week of navmeshing for 12 cells once...for one of my mods... ( over 25 buildings and many multifloor and full of furniture)... Also note when doing precuts manually it only works on a cell by cell basis..... Example: if you have two chairs and they are separated by a cell border only one will be precut for the cell your in...and then you do the other having moved into that cell...
  21. now that youve mentioned the fact that the windows are part of the static there is a simple solution...like mentioned above and that is to "de_classify" them as statics...(meaning the whole structure ofc) Either making it a movable static or even scrappable might fix the issue...Basically anything that precombines ignore...
  22. ahhhhhh The pain of windows and precombines.... One of the most annoying issues one can have and its usually in the final stages of the mod... Personally i avoid having windows across from each other ....Or simply place them AFTER precombines are generated... Its also an issue if the glass is behind a frame or grate/grill etc...
  23. No, you don't have to create a collision for every part. It's pointless. Only for those parts with which the characters interact. But it was about materials. Not about collisions. You must assign a separate material to each mesh that has its own texture in the model. How many textures you use - how many materials you have to assign. Or do one unwrap for all parts of the model on the same texture. To do this, select all the meshes. Apply the unvrap uvw modifier. Gather uv. Before Reset xForm, separate all meshes from each other, or reset xForm in sequence from child mesh to parent.Collisions have nothing to do with materials. Collisions do not have materials and it makes no sense to assign materials to them. I see... I made the mistake of assigning a default texture to the whole model for the purpose of exporting the collision and change the textures later...but i guess the result is what im facing now.... Cool will try it the right way now... ;)
  24. basically what youre saying is that i have to create a collision mesh for each part and link the collision to each... Like this... I tried this before posting but was hoping for a simpler method...because i have models that are many more parts... Here i only did collision on stuff that the player comes into contact with.. https://snipboard.io/NE5yrC.jpg
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