GarbagePickles Posted July 24, 2009 Author Share Posted July 24, 2009 Any reason why I can see it but not pick it up? Link to comment Share on other sites More sharing options...
Skree000 Posted July 24, 2009 Share Posted July 24, 2009 what is it if its a pick-upable item, make sure you used a pick-upable item as a template when you created the form in the GECK. ie. if you are adding a clutter object like abraxo, pick a similar clutter object like abraxo to overwrite then create new form with that as your base template. If for example, you used an immobile Rock that you cannot even pickup as your base template then overwrote your new nif file then saved as a new form, it will have the template of an immobile rock that you cannot interact with. if you do all that and you still cant pick it up (do you get your crosshair to highlight its name?) if you dont, check its collision maybe you have a collision problem or no collision at all. I just said collision three times in one sentence... wait now thats 4 Link to comment Share on other sites More sharing options...
GarbagePickles Posted July 24, 2009 Author Share Posted July 24, 2009 Its a helmet, I used a combat helmet as my template. Something that I think may be causing a problem, it seems that when i view the combat helmet nif its on the ground but when I change it to my .nif its up in the air. Edit: How do I check collision? 2ND Edit: Also it says that it is not a Fade Node when I put it in the world and says that the reference can not be interacted with or something similar. Link to comment Share on other sites More sharing options...
Skree000 Posted July 24, 2009 Share Posted July 24, 2009 ok first of all, for most objects that can be worn you need a GroundObject version (go) and a wearable. (2 diff nif files.) first, open nifskope, open the vanilla fallout3 combat helmet (non ground-object version) (ground object one will be called like Combathelmet_go.nif the idea is to import the vanilla copy of both the ground object version of vanilla combat helmet into your 3d program and put your version exactly where the vanilla one appeared when you imported it. That should be its correct position and orientation. You also have to make a collision shape for it so it can roll around on the ground when dropped. If not, it will freeze in the air or sink thru the floor. before i can go any further, are you using blender or max? Link to comment Share on other sites More sharing options...
GarbagePickles Posted July 24, 2009 Author Share Posted July 24, 2009 Blender. I was expecting to use Nifskope to open up the combat helmet and then copy and past the mandalorian helmet over it. I have both the worn and ground object. I must admit I'm not quite sure how to do it in blender. Link to comment Share on other sites More sharing options...
Baelkin Posted July 24, 2009 Share Posted July 24, 2009 How do I check collision? For an object to have collision in-game it either needs to have collision data defined in NifSkope, most often named something along the lines of BHKCollisionData (Open any wearable item's ground object and you'll see this), or have collision "inherited" from an actor model as is the case with worn objects. So in order to make an object interactive (ie. you can pick it up, open it, activate it, whatever) the model needs collision data or the game simply won't register it as anything but a graphical doodad to render in the engine. Link to comment Share on other sites More sharing options...
GarbagePickles Posted July 24, 2009 Author Share Posted July 24, 2009 It seems that I've included an extra object in called Cube from Blender. As blender creates Cube automattically, I selected the helmet but it imported cube as well and I'll take care of it. Link to comment Share on other sites More sharing options...
GarbagePickles Posted July 24, 2009 Author Share Posted July 24, 2009 I also have two different textures to use, bfhelm and bfhelm_n the second one seems to make it purple, also I'm changing all 6 of the places in BSSTextureSet or w/e its called to the same file. Link to comment Share on other sites More sharing options...
Skree000 Posted July 24, 2009 Share Posted July 24, 2009 you are a blender user so you're in uncharted territory for me. What i can say is what you need to get into nifskopey, and that is a properly setup Collision shape. preferably a pure CollisionShape, not CollisionVertices. (dont 'generate strips' or 'generate partition strips' on export, that will collapse your CollisionShapes into Coll'verts, which arent used for helmets, i think) Link to comment Share on other sites More sharing options...
GarbagePickles Posted July 24, 2009 Author Share Posted July 24, 2009 you are a blender user so you're in uncharted territory for me. What i can say is what you need to get into nifskopey, and that is a properly setup Collision shape. preferably a pure CollisionShape, not CollisionVertices. (dont 'generate strips' or 'generate partition strips' on export, that will collapse your CollisionShapes into Coll'verts, which arent used for helmets, i think) Luckily I checked it it does indeed have collision, not sure why its suspended it in the air like that, it seems the texture paths are not setup right, gotta fix that, though its a guessing game. And it is that its not a cubemap and I don't even understand that. Link to comment Share on other sites More sharing options...
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