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Interior Collision


Geonox

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Heya guys! I'm working on a new mod right now that features new interior meshes. So far I managed to export everything correctly so that everything works in the GECK. But on testing the interior mesh ingame I stumbled upon a weird bug, THe mesh seems to have a collision mesh but my character still falls through the floor when I tries to walk through the interior. Here's a screenshot of the mesh in nifskope; screenshot As you can see there is a collision mesh still im unable to walk....how do I solve this?
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Heya guys! I'm working on a new mod right now that features new interior meshes. So far I managed to export everything correctly so that everything works in the GECK. But on testing the interior mesh ingame I stumbled upon a weird bug, THe mesh seems to have a collision mesh but my character still falls through the floor when I tries to walk through the interior. Here's a screenshot of the mesh in nifskope; screenshot As you can see there is a collision mesh still im unable to walk....how do I solve this?

 

 

btw you can download the nif file here it's yousendit so I hope it works!

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In the complex meshes I've seen, they split the collision up into smaller areas. Havok might just be crapping out because the collision mesh is too complex. The mesh that comes to mind is the museum rotunda in the Nation Archives from FO3. There are 3 collision meshes in that nif that get merged into one sorta. Everything NifSkope wise is the same except the "hkPackedNiTriStripsData" will have "Sub Shapes" (multiple collision objects that get treated as one). When I import that into blender, they appear as 3 independent collision objects:

Poly 0

Poly 1

Poly 2

 

Maybe try breaking up the collision a bit, into smaller simpler objects.

Edited by Ez0n3
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I would separate a lot of the stuff into different nifs. Like the stages, make them a different item. That way you can use it again later easily if you want to. Also the curved stairs and railings are going to skyrocket your triangle count once you add in different lights. Every different light hitting an object causes the game engine to render that triangle again in a different color. But I could be wrong about that.

 

I think blender gives a warning about using the MoppBvTreeShape for large objects.

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