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DLCCoast: Whalebones with proper collision


Zorkaz

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So one day I thought it would be really cool if you'd be able to construct giant whalebones from Far Harbor to create a cool looking marketplace below it.

Turns out that their collision sucks and you cannot go below it.

Can anyone please look into this?

 

276084-1668260720.png

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Hey Zorkaz,

 

If you haven't seen it, I came across this Link documenting a how to on attaching collisions to nifs, and thought of this post.

 

Sorry I can' t help you more directly myself, yet. :huh:

 

One day: you'll ask for something I know how to do myself, but your bar is pretty high. :geek:

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I might be able to give the whalebones an empty collision -> Make them bigger -> Export as SCOL nif ->

create a similar object using quarry slabs -> export them -> export their collision ->

import their collision to the big whalebones object.

 

 

But come on man...

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The thing with collisions is that if you use 1 shape with a "U" form it will create a collision object encompassing the entire shape. So it becomes an "O" form.

In such case (as with round shapes like those bones, collisions don't do 'round' on insides, only outsides.)

You need to cut it into multiple shapes, link them together and use those to create the collision object.

 

I learned that lesson after creating some stairs. I did the steps and railings with 1 object/mesh, encompassing nothing but the steps and each railing. The resulting collision object was a 'square' solid box around the entire thing. including the empty space between the railings, blocking access to the stairs.

 

 

I might be able to give the whalebones an empty collision -> Make them bigger -> Export as SCOL nif ->

create a similar object using quarry slabs -> export them -> export their collision ->

import their collision to the big whalebones object.

 

 

But come on man...

Yeah, its a lot of work, but at least that will work, if you don't have 3DS to create a new one.

 

edit:

Note, you can see the collision when you preview an object and hit F4. Each color represents a different collision type. (red = static, purple = movable static, etc.)

edit2:

& never try animating (moving) an object with a red collision. It looks like it will work, as you will see it move in CK's preview. But it won't budge in-game!

Edited by RoNin1971
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