greekrage Posted December 26, 2022 Share Posted December 26, 2022 (edited) Ive seen various tutorials but some of them seem a bit dated... Ive started importing stuff from 3rd party sources that are mostly obj. fbx.After a lot of hair pulling i managed to successfully add one into the game but to my disappointment had no collision...The vanilla nif i used to copy over to the had collision but its not there in game.. So is there a simple way to add collision (a sphere or box) to the object in nifskope ? Please dont suggest blender because i still cant get it to show me the fallout 4 game in the scene options so i can export from there Forgot to mention...This object i imported was scaled to about 1/10 so i had to re-scale its parts by 10.Would the collision follow the scaling or does it remain at the original scale?(maybe its collision is still there but tiny) Edited December 26, 2022 by greekrage Link to comment Share on other sites More sharing options...
pepperman35 Posted December 26, 2022 Share Posted December 26, 2022 Ive started importing stuff from 3rd party sources that are mostly obj. fbx.None of these will have collision...ever. Another thing to watch out for is poly count. Many of these can be very high. Also, they may or may not have UV coordinates setup for texture maps. To the best of my knowledge, you can't generate collision with Blender, although you can make and export models (nif format) from there. 3ds Max with the right accessories is the proper way to do collisions. kinggath discusses the process here and here. You can do the copy and paste method with nifskope but as you have discovered it isn't easy. Lots of trail and error involved. Link to comment Share on other sites More sharing options...
greekrage Posted December 26, 2022 Author Share Posted December 26, 2022 (edited) Ive started importing stuff from 3rd party sources that are mostly obj. fbx.None of these will have collision...ever. Another thing to watch out for is poly count. Many of these can be very high. Also, they may or may not have UV coordinates setup for texture maps. To the best of my knowledge, you can't generate collision with Blender, although you can make and export models (nif format) from there. 3ds Max with the right accessories is the proper way to do collisions. kinggath discusses the process here and here. You can do the copy and paste method with nifskope but as you have discovered it isn't easy. Lots of trail and error involved. i see... Looks like im going to have to improvise as usual like sticking objects into the model in CK and making a scol :tongue: (thats for buildable objects ofc)For set dressing a simple collision plane works fine... Edited December 26, 2022 by greekrage Link to comment Share on other sites More sharing options...
RoNin1971 Posted December 26, 2022 Share Posted December 26, 2022 Ive seen various tutorials but some of them seem a bit dated... Ive started importing stuff from 3rd party sources that are mostly obj. fbx.After a lot of hair pulling i managed to successfully add one into the game but to my disappointment had no collision...The vanilla nif i used to copy over to the had collision but its not there in game.. So is there a simple way to add collision (a sphere or box) to the object in nifskope ? Please dont suggest blender because i still cant get it to show me the fallout 4 game in the scene options so i can export from there Forgot to mention...This object i imported was scaled to about 1/10 so i had to re-scale its parts by 10.Would the collision follow the scaling or does it remain at the original scale?(maybe its collision is still there but tiny)Collisions don't scale (unless you scale the object within CK). So you are probably stuck with a tiny one. You can move and rotate them, if you do so using the parent node. When I still used copies, I copied the root niNode from the source nif, positioned it (with visible mesh) & then deleted the mesh. Always worked. Just keep in mind there are many different kinds of collision (& it defines the material (not the texture 'material' but wood, metal, stone etc.) & sound too) Static, moveable-static, animated, etc. So always choose something as close as possible. Nowadays I create my stuff with -not to be mentioned- including meshes to be used for the collision (lots of separate simple meshes) and export that to nif using the nifly exporter. One with the mesh and one with all the collsion parts.Then I import the collision nif into 3DS 2013 and combine them to a FO4 collision using the official Beth nif plugin. Export it to a new nif, run that trough Elric to get a real, working collision and copy that to the first nif, with all the meshes. Add whatever else is needed (fbx, commection points and stuff like that) That should do it. (as you can see from my vault pieces mod, with 200+ "examples" of this process :P ) Link to comment Share on other sites More sharing options...
greekrage Posted December 26, 2022 Author Share Posted December 26, 2022 Ive seen various tutorials but some of them seem a bit dated... Ive started importing stuff from 3rd party sources that are mostly obj. fbx.After a lot of hair pulling i managed to successfully add one into the game but to my disappointment had no collision...The vanilla nif i used to copy over to the had collision but its not there in game.. So is there a simple way to add collision (a sphere or box) to the object in nifskope ? Please dont suggest blender because i still cant get it to show me the fallout 4 game in the scene options so i can export from there Forgot to mention...This object i imported was scaled to about 1/10 so i had to re-scale its parts by 10.Would the collision follow the scaling or does it remain at the original scale?(maybe its collision is still there but tiny)Collisions don't scale (unless you scale the object within CK). So you are probably stuck with a tiny one. You can move and rotate them, if you do so using the parent node. When I still used copies, I copied the root niNode from the source nif, positioned it (with visible mesh) & then deleted the mesh. Always worked. Just keep in mind there are many different kinds of collision (& it defines the material (not the texture 'material' but wood, metal, stone etc.) & sound too) Static, moveable-static, animated, etc. So always choose something as close as possible. Nowadays I create my stuff with -not to be mentioned- including meshes to be used for the collision (lots of separate simple meshes) and export that to nif using the nifly exporter. One with the mesh and one with all the collsion parts.Then I import the collision nif into 3DS 2013 and combine them to a FO4 collision using the official Beth nif plugin. Export it to a new nif, run that trough Elric to get a real, working collision and copy that to the first nif, with all the meshes. Add whatever else is needed (fbx, commection points and stuff like that) That should do it. (as you can see from my vault pieces mod, with 200+ "examples" of this process :tongue: ) Thats a lot of work for set dressing...(for me at least )Reading comment about collision only following nif in CK gave me an idea though...So my simple solution to the problem for now is simply find a similar static and paste the trishapes to that and then simply shrink the original trishape so it cant be seen... In ck i now see the original collision of that object which works fine.here is an example of a barrel being scaled down to 1/10 in nifskope but collision remained in tact... Link to comment Share on other sites More sharing options...
RoNin1971 Posted December 27, 2022 Share Posted December 27, 2022 No need to scale down the original BSTriShape. Just delete it. Link to comment Share on other sites More sharing options...
greekrage Posted December 27, 2022 Author Share Posted December 27, 2022 No need to scale down the original BSTriShape. Just delete it.cool...I thought it was linked to the collision... Link to comment Share on other sites More sharing options...
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