Yossarian22 Posted April 17, 2009 Author Share Posted April 17, 2009 when this happens to me, its after ive resized things in nifscope with transform. if i right click the node and go to mesh>transform>apply thats seems to take care of the bounding box siz because it locks in those changes. maybe thats not the issue here but it might be worth a go. Hi thanks After I updated a few entries with nifscope the bounding box was fixed. I even got a working collision box now. So, nearly all is working now. But I still have one small problem... In Blender when I create a Collision Hull, I only can choose between box and sphere. By choosing "convex" blender crashes. However... box and sphere are not very accurate. I mean, is there any way to make them fit somehow to the Model? I imagine "convex" could do that, but blender always crashes with that, why? Or can I ajust the "Box" Hull somehow to actually fit with my Model? I hope somebody can help. Here a Pic with my working Mesh with Collision Box... as you see, I cant go on Board coz I run against the Collision Box: http://www.fallout3nexus.com/imageshare/images/99671-1239994230.JPG Link to comment Share on other sites More sharing options...
neunen Posted April 17, 2009 Share Posted April 17, 2009 im not too familiar with collision stuff yet, but maybe you could build a shape out of boxes? take a look at the vanilla milk crate nif for an example (i think its called carton01.nif or similar). its built with 5 seperate collision boxes that can be scaled and transformed so there could be a large flat one for the floor of the boat, thin ones for the canopy poles etc etc. also i think jaysus had a tutorial around here on exporting collision , but i could be wrong. edit: oh i see jaysus's tutorial is for 3ds.. maybe the mesh is too complex for blender to generate a convex collision. once again i may not know what im talking about quite yet, but perhaps you could duplicate the object and decimate it, then run the collision hull to get a convex shape and use that on the original. Link to comment Share on other sites More sharing options...
Yossarian22 Posted April 17, 2009 Author Share Posted April 17, 2009 edit: oh i see jaysus's tutorial is for 3ds.. maybe the mesh is too complex for blender to generate a convex collision. once again i may not know what im talking about quite yet, but perhaps you could duplicate the object and decimate it, then run the collision hull to get a convex shape and use that on the original. Well, I dont think so. I already tried it out by using a simple box, but same effect, got a crash. So I think maybe this part of blender dont work well. I contact jaysus directly, maybe he can help... or if not maybe I must get 3ds. Edit: Got it, thanks for help, kudos for you. Really great. Link to comment Share on other sites More sharing options...
cj577 Posted April 19, 2009 Share Posted April 19, 2009 Ok I made some process. I got the model into game and geck.But there are still two problems: 1. It has no Collision ingame, but the original mesh HAD Collision. However, Blender didn't exported the Collision Geometry, its not in the Nif File anymore. Any Ideas? 2. The Object Selection in GECK is really big, 10x megaton in size. The Object itself has normal size, only the selection frame box is freaking big and is not above the object itself too, but a bit to its right side. What could that be? Ingame Pic: http://www.fallout3nexus.com/imageshare/images/99671-1239971062.JPG not sure but I believe you have to make a collision in Blender before you ever export it. Also did you compress your file and make the normal map before trying it in Geck? Good Luck! Link to comment Share on other sites More sharing options...
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