Jump to content

Adding physic and collision to my custom model?


MrPork

Recommended Posts

I recently created a .nif file of a hat and created the item in G.E.C.K . However when i put it in Doc Mitchell's house, it just floats in midair and I can't even pick it up! Also, I did set the item as playable, so i'm guessing it need some sort of method to add physics? Like a bounding box? Would someone be kind enough to point me in the right direction for this?

Link to comment
Share on other sites

Ok, so select your mesh, go into edit mode and go to Mesh>Scripts>Hull at the bottom of your 3D view, then choose box or convex depending on how accurate you want the collision to be.(If you use convex, the default settings are fine)

Select the box or convex, go to the logic panel (F4) and press the 'static' button which will lower a dropdown menu, choose dynamic.

Press the 'bounds' button and choose 'box' or 'convex hull' then press 'add property'.

Change 'float' to 'string', change the name to HavokMaterial and the box to the right of that to HAV_MAT_(METAL/CLOTH/STONE/GLASS/Etc) choose one you think is best for your object, without the brackets. So for example HAV_MAT_METAL

 

Now on to exporting, export under these settings. Under the collision options, choose clutter and whatever material you set earlier.

Edited by ArekkusuStorm
Link to comment
Share on other sites

Hrm, alright when I get back to my PC I'll double check my instructions.

After messing with the shader options in NifSkope, the object now shows up in G.E.C.K and in the game.

 

However A NEW PROBLEM HAS ARISEN

 

When I drop the item it just floats in midair, and am unable to pick it up. Also, I can go through it as if though collision was not enabled at all!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...