Glitchfinder Posted Tuesday at 05:14 PM Share Posted Tuesday at 05:14 PM Yeah, at this point we're effectively discussing alternative methods to the same end goal of having floor pieces that players can build on: The "WorkshopStackableItem" actor value set to 1 Any object that is part of precombines, while precombines are enabled NEW: Ground and Terrain physics types in the havok data for static objects, apparently. Link to comment Share on other sites More sharing options...
pepperman35 Posted Tuesday at 05:32 PM Share Posted Tuesday at 05:32 PM Okay, based on niston results I went back to the drawing board and tried again. Created three assets in 3ds max for an interior room. 1. FO4_InteriorRoomGroundDirtFloor.nif. This asset included a floor, four walls and a roof. The floor had GROUND Collision object type and DIRT physics material applied. The walls and roof had STATIC collision object type with a CONCRETE physics material applied. Exported with PE Static Art profile to NIF. 2. FO4_InteriorRoomTerrainDirtFloor01.nif. This asset included a floor, four walls and a roof. The floor had TERRAIN Collision object type and DIRT physics material applied. The walls and roof had STATIC collision object type with a CONCRETE physics material applied. Exported with PE Static Art profile to NIF. 3. FO4_InteriorRoomGroundWoodFloor.nif. This asset included a floor, four walls and a roof. The floor had GROUND Collision object type and WOOD physics material applied. The walls and roof had STATIC collision object type with a CONCRETE physics material applied. Exported with PE Static Art profile to NIF. Duplicated interior cell CTEST, deleted all assets in the cell except COCMarkerHeading , and renamed the cell. Created three static world objects based on the three NIFs noted above with NO keywords or AVs as statics. Added a WorkshopWorkbenchInterior, location data, etc for a minimum setup. Added the static objects associated with the three NIFs noted above, one at a time. Navmeshed the object, and finalized the navmesh, and tested. Results: 1 . FO4_InteriorRoomGroundDirtFloor01 static world object paired with FO4_InteriorRoomGroundDirtFloor.nif works as desired. Objects could be built and placed by the workshop. 2. FO4_InteriorRoomTerrainDirtFloor01 static world object paired with FO4_InteriorRoomTerrainDirtFloor01.nif works as desired. Objects could be built and placed by the workshop. 3. FO4_InteriorRoomGroundWoodFloor static world object paired with FO4_InteriorRoomGroundWoodFloor.nif does not work as desired. Objects could not be placed by the workshop. Conclusions: 1. GROUND Collision object type and the TERRAIN Collision object type each with the DIRT physics material applied works as desired. No keywords or AVs as statics were necessary. 2. The physics material applied appears to make a difference. DIRT physics material applied worked whereas the WOOD physics material applied did not work. 3. Limited test. Unknown at this time what other physics material might work or fail. Test files attached which includes the unprocessed and processed NIFs. Esp for the interior test cell. coc FO4InteriorTestCell This has been fun! InteriorCellTest01.rar 2 Link to comment Share on other sites More sharing options...
South8028 Posted Tuesday at 05:55 PM Share Posted Tuesday at 05:55 PM 17 minutes ago, pepperman35 said: Okay, based on niston results I went back to the drawing board and tried again. Created three assets in 3ds max for an interior room. 1. FO4_InteriorRoomGroundDirtFloor.nif. This asset included a floor, four walls and a roof. The floor had GROUND Collision object type and DIRT physics material applied. The walls and roof had STATIC collision object type with a CONCRETE physics material applied. Exported with PE Static Art profile to NIF. 2. FO4_InteriorRoomTerrainDirtFloor01.nif. This asset included a floor, four walls and a roof. The floor had TERRAIN Collision object type and DIRT physics material applied. The walls and roof had STATIC collision object type with a CONCRETE physics material applied. Exported with PE Static Art profile to NIF. 3. FO4_InteriorRoomGroundWoodFloor.nif. This asset included a floor, four walls and a roof. The floor had GROUND Collision object type and WOOD physics material applied. The walls and roof had STATIC collision object type with a CONCRETE physics material applied. Exported with PE Static Art profile to NIF. Duplicated interior cell CTEST, deleted all assets in the cell except COCMarkerHeading , and renamed the cell. Created three static world objects based on the three NIFs noted above with NO keywords or AVs as statics. Added a WorkshopWorkbenchInterior, location data, etc for a minimum setup. Added the static objects associated with the three NIFs noted above, one at a time. Navmeshed the object, and finalized the navmesh, and tested. Results: 1 . FO4_InteriorRoomGroundDirtFloor01 static world object paired with FO4_InteriorRoomGroundDirtFloor.nif works as desired. Objects could be built and placed by the workshop. 2. FO4_InteriorRoomTerrainDirtFloor01 static world object paired with FO4_InteriorRoomTerrainDirtFloor01.nif works as desired. Objects could be built and placed by the workshop. 3. FO4_InteriorRoomGroundWoodFloor static world object paired with FO4_InteriorRoomGroundWoodFloor.nif does not work as desired. Objects could not be placed by the workshop. Conclusions: 1. GROUND Collision object type and the TERRAIN Collision object type each with the DIRT physics material applied works as desired. No keywords or AVs as statics were necessary. 2. The physics material applied appears to make a difference. DIRT physics material applied worked whereas the WOOD physics material applied did not work. 3. Limited test. Unknown at this time what other physics material might work or fail. Test files attached which includes the unprocessed and processed NIFs. Esp for the interior test cell. coc FO4InteriorTestCell This has been fun! InteriorCellTest01.rar 25.14 kB · 0 downloads Logically, it follows that collisions that work without WorkshopStackableItem are just world collisions, which ck uses by default for worlds/interiors created in ck. The remaining collisions are materials used to make the physical interaction unique. Roughly speaking, you can create an island in the ocean in ck and immediately place a chair. Or you can create the entire island in 3ds, assign a world collision and add it to ck. Link to comment Share on other sites More sharing options...
Recommended Posts