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How does the collision works for fondation pieces in building mode?


yojeff

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How does the collision works for fondation pieces in building mode?

 

For a floor decoration, I understand that the decoration "drops" to the ground (of the world map). If you build it, and try to put a new one, the new one "collides" with the first, so it goes on top. (Well, I guess it's not really the collision? If it was, we could put a chair under a table. So it's more a bounding box, a min max of x, y and z?)

 

How does it works for a fondation piece? It can go through the ground. Are there two collisions in the nif (one for the top, one for the sides), and the second is deactivated during building, or is it a different node in the nif?

 

Thanks!

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collision is just a regular mesh. For the havok engine, this mesh is the physical interaction boundary. You can easily put a chair under the table if the collision literally repeats the shapes of the objects. But most of the vanilla collisions in the game are primitives. They are simplified as much as possible to reduce the load on physics. Therefore, many tables have a collision in the form of a cube, or a cylinder, or another primitive. You can't push another primitive into a primitive. fo4 was created in 15 for medium PCs. Therefore, Bethesda tried to simplify the physics as much as possible.
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Yes. You can open a nif in Nifskope, and there is a toggle to show the collision.

 

I'm wondering how it works in building mode. The furnitures stay -on- the ground, but fondations can go -through- the ground. There is also the water pump, where the concrete base go -through- the ground.

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Yes. You can open a nif in Nifskope, and there is a toggle to show the collision.

 

I'm wondering how it works in building mode. The furnitures stay -on- the ground, but fondations can go -through- the ground. There is also the water pump, where the concrete base go -through- the ground.

that ability comes through keywords and connect points ...

a) you can see the needed keywords used in the ck by looking at the base model values ...

b) in nifskope you can see the connect points and the 2 that matter like origin and SinkMax

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