Corehound Posted January 3, 2011 Share Posted January 3, 2011 Hey every1 :thumbsup: I wasn't able to find an answer for this in the search :unsure: How do I create a havoc on a static item? More specifically, is there an easy tool that will let me load a .NIF and create a custom havoc for it? EIDT: No longer require help for this, I figured it out on my own :happy: With Best RegardsCorehoundhttp://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif Link to comment Share on other sites More sharing options...
baduk Posted January 3, 2011 Share Posted January 3, 2011 Hi! U can make a collision mesh trishape and use nifskope to pack it into a bhkpackednitristripsshape, is what i did along time ago. but Now its better with the nifscripts to make the collision object from blender directly. Today i posted a procedure of myself doing it inside of this thread.http://www.thenexusforums.com/index.php?/topic/284410-a-part-of-textures-wont-show-up-in-newvegas/ I linked the guide i used from niftools site from there also. Anyway on that one i am making a clutter colision mesh, but its different from the static one u want.It changes color depending on the oblivion layer. the one is blue but static ones are all red. so layer and layer copy to OL_STATIC Also: Motion system MO_SYS_FIXEDdeactivator DEACTIVATOR_SPATIALsolver deactivation SOLVER_DEACTIVATION_OFFquality type MO_QUAL_FIXED and the bsxflags integer data is 2 on it. I just loked on some table nif from the bsa for that. Those are the differences i noticed anyway from between static and a clutter one. Link to comment Share on other sites More sharing options...
Corehound Posted January 3, 2011 Author Share Posted January 3, 2011 Hi! U can make a collision mesh trishape and use nifskope to pack it into a bhkpackednitristripsshape, is what i did along time ago. but Now its better with the nifscripts to make the collision object from blender directly. Today i posted a procedure of myself doing it inside of this thread.http://www.thenexusforums.com/index.php?/topic/284410-a-part-of-textures-wont-show-up-in-newvegas/ I linked the guide i used from niftools site from there also. Anyway on that one i am making a clutter colision mesh, but its different from the static one u want.It changes color depending on the oblivion layer. the one is blue but static ones are all red. so layer and layer copy to OL_STATIC Also: Motion system MO_SYS_FIXEDdeactivator DEACTIVATOR_SPATIALsolver deactivation SOLVER_DEACTIVATION_OFFquality type MO_QUAL_FIXED and the bsxflags integer data is 2 on it. I just loked on some table nif from the bsa for that. Those are the differences i noticed anyway from between static and a clutter one.Actually I found it to be very easy to make the collisions with 3ds Max, for static objects anyway :happy: , which was what I needed atm, but the explanation on how to make the other types of collisions seemed to be straight forward once you understand the static part :thumbsup: But thx for the reply :thumbsup: With Best RegardsCorehoundhttp://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif Link to comment Share on other sites More sharing options...
baduk Posted January 3, 2011 Share Posted January 3, 2011 Yeah, i bet the nifscripts for max and blender are the same defaults for havok stuff cause mine defaulted to static type when i exported it. It didnt work tho for me cause i chucked it out of my inventory and it just stuck there in the air, played a collision sound effect only the first time i walked through it, and i could walk throuh it. Maybe the collision woulda worked just fine if i placed it in the world with geck instead. Link to comment Share on other sites More sharing options...
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