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Creating objects with collisions?


Guest Messenjah

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Guest Messenjah

Ok, I'm trying to create static objects in Fallout 3 and I'm having a bit of trouble. I have gone over this tutorial over and over:http://www.fallout3nexus.com/downloads/file.php?id=4941

 

Along with it are the files he uses in the tutorials and there is also a link to another written tutorial that explains how to do this. Now, where I believe I'm having trouble is with the collision meshes. I can get everything to look ok in the data block and everything looks good in NIFSkope but after I save and open the file with GECK, I get this lovely error:

 

 

http://img199.imageshack.us/img199/2559/errorgc.th.jpg

 

Does anyone know what causes this annoying little error, which also causes the GECK to crash? Anyone have a more recent tutorial on the subject?

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Don't worry about creating collision in your model unless it is something you plan on using a lot. In the geck you can create collision shapes. This is what I have done for things like my ICBM. You simply create a box that is the size of your model. I can't remember the actual button from the GECK UI, but just try out some of the options at the top. It is fairly simple once you do it once.

 

If it is an object you plan on using a lot, you need to find a model in the game that has similar size and then use it as your import base.

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Collision shapes created in GECK dont allow choose impact data (metal, wood etc).

 

Before saving model in NifScope (after working with collisions) always do Spells->Sanitise->Reorder Blocks, its important.

Attach your model here, this may help.

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Guest MobMessenjah
Yeah, for signs and stuff, collision boxes will be fine but for things like wine glasses and tables, I'll need collision. I'm making a nightclub so it needs some new custom furniture and a few new items in it. Creating this stuff is easy, it is the collisions that is getting to me. I'll try to re-make the model and post it up here. Hopefully if I get done some time soon, I'll make an updated video tutorial on exporting rigged clothing meshes and static meshes with collision objects for Fallout 3.
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If it is an object you plan on using a lot, you need to find a model in the game that has similar size and then use it as your import base.

Why? the op is exporting from blender. which can produce in game ready nifs with virtually no post processing. There are a half a dozen reasons I why I would recomend against wasteing time doing that. if what the op is doing is not animated or contains particles, then there is basically no need to do much more than, open in nifskope, flick 1 or 2 flags and save.

 

Before saving model in NifScope (after working with collisions) always do Spells->Sanitise->Reorder Blocks, its important.

Attach your model here, this may help.

Auto-sanitize is on by default. It reorders the blocks as soon as you hit save. so unless you have that off just one more thing to confuse less experienced users with.

 

Several versions ago (like somewhere in 2008ish) there was an issue with a few nifskope versions not sanitizing on save. You had to do it manually. It drove me bonkers for like 3 days trying to get a morph animation to play on model I made for oblivion. and the moral of the story- the issue was already fixed, I was actually using an outdated nifskope version, simply because sourceforge decided not to list the downloads chronologically any more... ah the joy.

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Guest MobMessenjah

Ok, it seems that all I need to do is stripify the meshes before replacing the original data with the new data. Interestingly enough, this worked out great! I also seem to have alpha channels down. Now to figure out glow maps and create a nice glass table and some signs! The rest after that should be cake until I start scripting and making quests.

 

 

I am wondering however, I noticed that there is an odd sound effect when I hear the collision effects.... anyone know how to change the sounds?

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the sound is determined by the type of havok material you have in set in the collision shape. be looing for HAV_MAT_GRASS or HAV_MAT_WOOD.... change to whats appropriate, or as best match.

 

you can set this all up prior to exporting.

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Or you can edit the PHY sounds in geck. Unfortunately though I don't think you can add new entries that are usable by meshes but you can always change out the sounds for the entries already made. I always found the PHY sound for collision to be a little bland and obnoxious. *clunk*
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