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NifSkope Havok Editing?


AlaricMod

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Is there a way to edit the havok / collision mesh in NifSkope? I have tried messing around with the verticies and the resulting mesh will crash my game. I tried converting the RigidBody node to a RigidBodyT, but that too crashed my game. I try updating the mopp code but that does not seem to help.

 

I am working with interior tile pieces if that helps

 

Any pointers or suggestions?

 

Alaric_

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If you look under the bhkRigidbody, the first entery should be shape this should point to another file beneath it like bhkboxshape. Bhkboxshape is is defiantly the easiest to use, you just add in the dimensions of your box, I'm not sure about having more then one in a nif though.

 

You should also make sure you bhkCollisionobject has both a target and a body. That was one of my many problems when I was working on my first nif. The body needs to point to a NiTriStrip, I am fairly sure it can be any NiTriStrip.

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It seems the easiest way is to copy and paste the branch into an existing mesh with similar dimensions. This was the only way I could find in tutorials. Of course, they were mostly for weapons, but I assume the idea would be the same. Supposedly you can create the collision box in Blender and export it with the Nif file, but I have yet to get it to work.
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Yeah I have been all over that field

 

I can now get a single material havok mesh into the game (and not crash it) from Blender. However I am still stuck as far as multi-material havok meshes go. I can make a multi-material havok mesh that "looks" like it would work fine in NifSkope but in game it either doesnt register any collisions, or crashes the game.

 

I cant seem to figure out what I am missing. My current thought is that it may have something to do with the origin settings of my bhkMoppBvTreeShape. I think it is relative to the origin of the BSFadeNode root (which should be 0-0-0), however I have not figured out how to determine the origin the Mopp should have.

 

As for putting together the multi-material mesh, I have been working off of this guide from the game Oblivion.

 

http://cs.elderscrolls.com/constwiki/index...Collision_Model

 

Maybe someone can pull in the last piece of this puzzle and I can stop obsessing over this one .nif and get back to building my mod. :thumbsup:

 

 

Edit: Found the formula for the origin of the bhkMoppBvTreeShape here, but my mesh still crashes the game. :verymad:

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