ChitsaCole Posted March 11, 2023 Share Posted March 11, 2023 How can I create a completely transparent/invisible world object (i.e. container or activator) that still can be interacted with (searched, activated, block way or stepped on, etc.)?I'm a complete zero in textures/models etc. so will be grateful for detailed explanation, though a couple of keywords would be good, too. Link to comment Share on other sites More sharing options...
hereami Posted March 11, 2023 Share Posted March 11, 2023 Well, untill there's a proper answer. Some curious meself too, if there can be invisible material swap or else for existing objects. Like SetAlpha, maybe. Should it be placed at runtime and have complex shape? Otherwise, might use REFR primitives with suitable base object and collision layer. What i know from things available in game, there are invisible TriggerBox nifs, good for interaction spots as Activator and probably else interactive types, though again, need be placed and scaled in CK and have no collision by itself, if that's a reasonable requirement somehow. Link to comment Share on other sites More sharing options...
RoNin1971 Posted March 11, 2023 Share Posted March 11, 2023 A fully transparent texture would be enough, afaik. Could even be as small as 8x8 pixels. (not sure if the game handles that size correctly, it should) of course the material should be set to have an "Alpha". (the alpha layer being the one holding the transparency info) Link to comment Share on other sites More sharing options...
greekrage Posted March 13, 2023 Share Posted March 13, 2023 (edited) depending on the object you can open it up in nifskope and delete the trishape Example: if its a simple box with collision ,click on it and open the pull down of the ninode that lit up... go down to the trishape and delete branch...This leaves only the collision... The other option is a blank texture with alpha channel...Make the texture in gimp by simply opening new with 64x64 for example... ,add alpha channel and then edit and clear ,,,,Now go to nifskope and add alpha to the trishape and assign the blank texture... (remove the bgsm if its using one so it depends only on the texture you added) This is the green ammo box for example... Edited March 13, 2023 by greekrage Link to comment Share on other sites More sharing options...
RoNin1971 Posted March 13, 2023 Share Posted March 13, 2023 Using a 'blank' material as well will allow you to swap it for a 'visible' one at any time, if you wish. Note that for all the interaction the game uses the collision data, the mesh is just the visual part. (for most part anyway) Not sure what the effect of rain will be though... Link to comment Share on other sites More sharing options...
PJMail Posted March 14, 2023 Share Posted March 14, 2023 I do this all the time for invisible activators - just set the alpha to zero in their material swapand the object will be transparent. Obviously the object needs to support a material swap.If it doesn't have a material swap then you can edit the nif directly and just set the "alpha" to 0 in each of the trishape's BSLightingShadeProperty node. Of course you 'could' just delete the trishapes entirely but sometimes they are necessary for other reasons (like bone connections). Link to comment Share on other sites More sharing options...
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