Sirprize7 Posted February 17, 2015 Share Posted February 17, 2015 So i just had a few quick questions that probably has really long answers, here goes.1) In Blender i use a few different textures but in the game the item is simply covered in 1 texture, is there something i have to do in Nifskope? I noticed when i open another item in Nifskope there are many textures attachted to different parts. I need all the advice i can get to make it proper.2) The very awful item i created had an extremely light weigh, it's supposed to be a heavy rock decoration item but even a slight touch makes it move a lot, so how do i add weight to items, is it weigh paint?3) I made a pretty big hole in my decor item, it's supposed to store gems or flowers in the hole but the collision box was obviously a failure since items just floated over the hole as if it was flat, so how to make a proper collision.4) Also how to make icons and make sure to give me all the advice or tips you have that might help me in making an evil house decoration set.First thing i would like to create is a droppable coffin that's pretty heavy, big enough so that i can store a body and some items and lightning in it, i want to create an evil house and this is the most important part and i need all the help i can get, mostly the collision. Thanks in advance Link to comment Share on other sites More sharing options...
IkeCoast Posted February 17, 2015 Share Posted February 17, 2015 Hey, Sirprize! Good questions, let's try to shed a little bit of light. 1) If you look at other nif files, the ones with several textures on them, you will see that each part of the item is shown as a NiTriShape (or NiTriStrip, depending on how the creator of the mesh saved them). However, your coffin most likely is one single NiTriShape. In Blender, enter Edit Mode, select all the faces that form the surface you want to texture differently, and split it. I don't remember the exact command and I can't use Blender in this laptop. What you need is to separate that portion from the main mesh. Do the same for every piece you want to be textured differently. Once all the pieces are accordingly separated, you need to UV-unwrap them individually. Summarizing: if your coffin only needs a single texture, you can have it as a single piece. If not, for every different texture you need to split the coffin in separate pieces. 2) It's not a matter of collision but havok. I don't know how to assign havok properties to an object (for instance, you want your coffin to have the same "weight", that is, the same way to react to impulse as fallen logs. You need the help of somebody more skilled in this, if this is even possible to do. And Blender's weight paint is not what you think it is, it is used to rig vertices to the skeleton of the mesh in order to animate it. It's not what you need. 3) You need to edit the collision box of your mesh to have a hole, too. Again, I don't remember how is called this option in Blender, but I remember there is. 4) Icons are easy. You take a screenshot of the item you want the icon for, edit it in GIMP to remove the background and resize the resulting image and save it with appropriate format. HERE YOU GO, CLICK HERE FOR A DETAILED TUTORIAL. The easiest way to create your coffin would be creating it as an static object, like the ones already present in the game. They are unmovable, of course. Cheers! Link to comment Share on other sites More sharing options...
Sirprize7 Posted February 18, 2015 Author Share Posted February 18, 2015 Thanks a bunch! some things are just harder to figure out without asking :D I'm thinking maybe i can actually take the logs and then edit it maybe? :D Link to comment Share on other sites More sharing options...
xander2077 Posted March 31, 2016 Share Posted March 31, 2016 Thanks a bunch! some things are just harder to figure out without asking :D I'm thinking maybe i can actually take the logs and then edit it maybe? :D you can probably use the logs to get the weight and other info from, but i would still use a new mesh to create your coffin. collision meshes i am not sure about, but some that have holes in them are usually in corridors, or you can find one from a creature nif and then resize it and delete one of the faces, they are usually not very complicated and some kind of a cubic shape. the more complicated ones are on exterior structures. Link to comment Share on other sites More sharing options...
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