Conomium Posted February 25, 2009 Share Posted February 25, 2009 I have read every tutorial on collision and i don't know what I'm doing wrong. That is why i have decided to just upload my files... Please download my file below and add collision to it...then explain how you did it. Link to comment Share on other sites More sharing options...
nezroy Posted February 25, 2009 Share Posted February 25, 2009 I used Blender and followed this tutorial, specifically using Static TriangleMesh, though for this object a simple cube/box would have sufficed. I really can't explain the steps more clearly than the tutorial already does, but the quick version is: 0. imported your nif into blender1. duplicate the object in blender in place2. with the duplicate object selected, went to the object panel (F7) and selected a drawtype of "bounds" and draw extra of "wire"3. still with the duplicate object selected, went to the logic panel (F4), selected bounds, and changed the drop-down to "triangle mesh"4. selected the entire scene (A key) and exported a new NIF with mostly default Fallout 3 options I also used the version 2.4.3 pre-release of NifTools since it has additional export/shader options for Blender that work properly with statics. The only thing that I believe needs changes from the default is that the new "Use BSFadeNode" option needs to be selected. Oh, and I also added a texture so that it would show up in the G.E.C.K./in-game. EDIT: added step 0 Link to comment Share on other sites More sharing options...
Conomium Posted February 26, 2009 Author Share Posted February 26, 2009 Thanks for the quick response! Did you have to do the whole copy nitristripsdata paste over function? Link to comment Share on other sites More sharing options...
nezroy Posted February 26, 2009 Share Posted February 26, 2009 No, all of that copying, etc. isn't required with Blender and static elements. The latest NifTools for Blender can export all the collision data properly from scratch into the NIF, following the procedure I outlined. This may not be true for rigged elements (weapons with animations, etc.), I don't know, I've just been working with architecture/building pieces and clutter. And I don't know anything about 3Dsmax's NIF export at all by comparison. Link to comment Share on other sites More sharing options...
Conomium Posted February 26, 2009 Author Share Posted February 26, 2009 Thanks! :thumbsup: guess ill have to get used to using Blender. :biggrin: Link to comment Share on other sites More sharing options...
SickleYield Posted February 26, 2009 Share Posted February 26, 2009 I'm certainly glad to hear that - I was afraid the statics were going to be as hard to work with as the clothes have been so far. :D Link to comment Share on other sites More sharing options...
Conomium Posted February 27, 2009 Author Share Posted February 27, 2009 Does anyone know how to create a mesh in blender so that when i open it up in Nifskope it show the model? Here is what i did... 1. I opened Blender 2. I sculpted the box that you begin with 3. I did nezroy's steps 1-4 4. I open it in Nifskope and i see nothing but collision. It has Bhk collision (which is good :biggrin: ) but it has no Nitristrips/shape, which makes up the model. (which is not good >:( ) Link to comment Share on other sites More sharing options...
Conomium Posted February 27, 2009 Author Share Posted February 27, 2009 Anyone??? :( Link to comment Share on other sites More sharing options...
nezroy Posted February 28, 2009 Share Posted February 28, 2009 Did you actually duplicate the object? Or, possibly, after duplicating did you accidentally turn both objects into collision bounds instead of just one? Another possibility... when you exported, were all of the objects you wanted to export selected? The NifScripts export the selected items only, not the scene. The easiest way to do this is to hit the "A" key to select all (you may have to hit it twice, since if you have something selected it will first de-select all) before you do your export. Link to comment Share on other sites More sharing options...
Conomium Posted February 28, 2009 Author Share Posted February 28, 2009 I selected the whole scene using "A" but how do i select my model once i've imported it into Blender?when i hit "A" it only selects the starting box. P.S. I first made my model in 3ds max. I then added collision to it using 3ds max. I exported it as a .nif file. Then i opened up Blender and imported the file. Once it opens it shows my model...but i can't select it. I'll add the file below, maybe you can see what step im missing... I added collision to it using max. Link to comment Share on other sites More sharing options...
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