lee3310 Posted March 17, 2023 Share Posted March 17, 2023 (edited) with auto desk 2012 so proper collision can be generated for custom assetsYou can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc.The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (Nifskope improved, you can even export a single trishape as .obj in the last build). Edited March 17, 2023 by lee3310 Link to comment Share on other sites More sharing options...
RoNin1971 Posted March 17, 2023 Share Posted March 17, 2023 with auto desk 2012 so proper collision can be generated for custom assetsYou can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc.The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (you can export a single trishape as .obj in the last build). Then you should write what you did down in a 'tutorial'. A LOT of people will love you for it ;) Link to comment Share on other sites More sharing options...
lee3310 Posted March 17, 2023 Share Posted March 17, 2023 (edited) with auto desk 2012 so proper collision can be generated for custom assetsYou can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc.The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (you can export a single trishape as .obj in the last build). Then you should write what you did down in a 'tutorial'. A LOT of people will love you for it :wink: Someone far more experienced than me already made a good tutorial: (don't forget the videos)https://docs.google.com/document/d/1dR0FU5HQrWsBiU6BtKg-dNXLSUVVlhT72fGCVyWmw3w/edit Edited March 17, 2023 by lee3310 Link to comment Share on other sites More sharing options...
WhyThoOofmas Posted March 18, 2023 Author Share Posted March 18, 2023 (edited) with auto desk 2012 so proper collision can be generated for custom assetsYou can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc.The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (you can export a single trishape as .obj in the last build). Then you should write what you did down in a 'tutorial'. A LOT of people will love you for it :wink: Someone far more experienced than me already made a good tutorial: (don't forget the videos)https://docs.google.com/document/d/1dR0FU5HQrWsBiU6BtKg-dNXLSUVVlhT72fGCVyWmw3w/edit As previously mentioned nifskope only really allows two different types of collisions. In short one would have a severe performance impact considering the amount of assets needed and the other one would cause the player to sink through the object if they are standing still on it. Edited March 18, 2023 by WhyThoOofmas Link to comment Share on other sites More sharing options...
RoNin1971 Posted March 25, 2023 Share Posted March 25, 2023 the most sane way to repair roads on a larger scale is to ditch the meshes entirely, flatten the terrain and apply an asphalt texture via terrain painti the most sane way to repair roads on a larger scale is to ditch the meshes entirely, flatten the terrain and apply an asphalt texture via terrain the most sane way to repair roads on a larger scale is to ditch the meshes entirely, flatten the terrain and apply an asphalt texture via terrain painting. painting. That’s a very good idea! Although this does unfortunately pose some issues. For one it means I wouldn’t be able to make use of the HAV_MAT feature and there almost certainly will be complaints from people ( myself included lol) about the sound that’s made when walking over what’s essentially painted road. It’ll also look strange and will cause gaps to be visible under the map since the road models are quite convex and fit perfectly with the pavement models to prevent the whole.”See under the map thing” which frankly would be the biggest problem. I’ve done such a thing in FNV before where I replaced all the roads in freeside and the strip with remodelled and retextured roads. However it was much easier in that game considering the fact that the models were already pretty intact. It’s possible to go the madman way and I fully understand the workload needed hence the search for more modders. Well, I did have a good look at the meshes, but it really is a lot of work. You will not get away with 5 new meshes. Pretty much all 86 of 'em are different in size/angle/elevation etc. and would therefor all need to be recreated. Which is way to much for me at this time. Link to comment Share on other sites More sharing options...
DiodeLadder Posted March 25, 2023 Share Posted March 25, 2023 (edited) I'm pretty sure that the painted terrain includes a physics property. It's been sometime since I've looked at it, but I have a new stone pavement material created for my project, and remember picking stone physics material for it. I remember testing the transition from dirt ground to stone pavement for sounds. The biggest challenge for me was getting the paint to show up at all. Each quadrant can use 6 materials, if I remember correctly, but it would refuse to work from time to time randomly even if you stick to that limit. I remember I had to use some tricks to make it work in the particular cell I was working on. (Edit : About the paint not showing up - I just remembered it was just my additional material stopping to work randomly, and vanilla ones were fine.) Edited March 25, 2023 by DiodeLadder Link to comment Share on other sites More sharing options...
niston Posted March 25, 2023 Share Posted March 25, 2023 There's a limit to the number of textures in a quad. If you go over the limit, the paint does not show up.Interestingly, it seems there are vanilla cells that have more textures in a quad than you can use in CK. Link to comment Share on other sites More sharing options...
DiodeLadder Posted March 25, 2023 Share Posted March 25, 2023 Hello niston, Yeah, I think the actual limit is 6 per quadrant, but CK sometimes refuses to let you work with more than 4, or some such oddity. In my case, my added own texture set (not replacement) worked inconsistently for some reason. I think my workaround was something like painting with a vanilla game land texture and then replacing it with my own later. Link to comment Share on other sites More sharing options...
WhyThoOofmas Posted March 25, 2023 Author Share Posted March 25, 2023 That’s another problem. Considering the scale of the mod texture paint wouldn’t work, it’s better to remodel however it’s proving to be very difficult. Link to comment Share on other sites More sharing options...
niston Posted March 25, 2023 Share Posted March 25, 2023 Another approach would be to export the terrain and model the roads for one area as one large NIF, directly onto the terrain.Then cut up the large road piece as required. The general problem with large scale reworking is the absolutely insane amount of time needed.It's simply bonkers. @DiodeLadder yup, I've observed similar 4/6. No idea what is CK's issue with it tho. Link to comment Share on other sites More sharing options...
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