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Havoc creation on static meshes, how???


Corehound

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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 Regards

Corehound

http://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

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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_FIXED

deactivator DEACTIVATOR_SPATIAL

solver deactivation SOLVER_DEACTIVATION_OFF

quality 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.

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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_FIXED

deactivator DEACTIVATOR_SPATIAL

solver deactivation SOLVER_DEACTIVATION_OFF

quality 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 Regards

Corehound

http://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

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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.

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