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Adding Havok to Bethesda NIF


jtgibson

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I've gone ahead and made use of the Bethesda Softworks meshes/clutter/cardboardbox02.nif model included in 'Fallout - Meshes.bsa', but I'm immediately taken aback by the fact that the model's origin is somewhere off near the top of the model. Sure enough, when I convert the existing collision data's bhkRigidBodyT 'Layer' from OL_STATIC to OL_CLUTTER (also updating the 'Layer Copy'), the 'Motion System' to MO_SYS_BOX, and the 'Quality Type' to MO_QUAL_DEBRIS, the collision model seems... gimped. When placed in a room, the box will actually start to roll on its own, non-physically clipping through adjacent scenery, and slowwwwly slide across the chamber. Any objects caught in its path will then also begin to roll slowly, clipping through nearby scenery as well.

 

I think this is the same issue as http://www.thenexusforums.com/index.php?showtopic=123081, but introducing the same data as another box-like object didn't change anything.

 

I also modified the BSFadeNode's 'Translation' to better reflect the centre of the object, but received the same results.

 

I even tried chopping out the shape information of the collision geometry and sticking in a hand-edited bhkConvexVerticesShape, but I get similar (though slightly better) results.

 

My next resort is to do a full paste-over of the entire bhkCollisionObject, but I'm doubtful of success. Is anyone a little more familiar with "Havoking" NIFs who has bumped into a similar situation able to provide any useful feedback? If it helps, the current incarnation of the file is attached.

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