lewisdude Posted March 19, 2011 Share Posted March 19, 2011 Greetings all,Anyway i have recently been trying to think of a great location to combine with Wasteland Defence/RTS mod, and it occurred to me that an openable (or stuck open) Repcon Launch Dome would be absoultely perfect. So, i need two small bits of help- 1. How do i get an OPEN Repcon launch dome? closed one i have found in the GECK. 2. Where do i put the bloody thing? should i mod the already existing dome, or put another one somewhere in the Mojave? and if so, WHERE? Thanks very much, BookGuy Link to comment Share on other sites More sharing options...
davidlallen Posted March 19, 2011 Share Posted March 19, 2011 (edited) I guess you have found the object RepconDome and its nif file repbay.nif. The place where it is used is RepconLaunchScript, where the instance of the dome is called AnimationTest (catchy name). I assume that the dome opening is done by an animation on the nif. So there is only one dome object. I'm not quite good enough with nif to tell you how to freeze the animation partway, so you could show it stuck open or partway; maybe somebody else can help. You should be able to animate your own copy opening and perhaps closing, by using this script as a guide. However, if you put any large object into the main worldspace WastelandNV, you will be disappointed. There is no way to recreate the "level of detail" map. This is discussed in multiple threads here and at bethsoft. This means your dome will be invisible till the player is right up next to it, so it will not serve as any kind of landmark from a distance. Even small edits to the landscape have this problem. See this thread for one discussion. This is unfortunate, but most modders have limited themselves to small buildings, or preferably, a hatch or door somewhere and then most mod content is underground. Adding a new worldspace may be of interest to you; apparently LOD can be created for your own, small worldspace. Edited March 19, 2011 by davidlallen Link to comment Share on other sites More sharing options...
Floatsup Posted March 19, 2011 Share Posted March 19, 2011 This is reference to question two. Im am utilizing the wolfhorn region extensivly at this point. Not just for my current mod, but for my support mod too. Its a perfect area though for high ground. Anyway goodluck with that though. Cheers Link to comment Share on other sites More sharing options...
lewisdude Posted March 20, 2011 Author Share Posted March 20, 2011 Damn.... that does rather suck. Thanks for the advice with the animation, i'll see what i can do with it. Interesting.... so there is absolutely no way to recreate it? why exactly is this? because Bethesda only has the right tools? the right grunt power? the right people? Floatsup- thanks for your advice, i'll check it out now :) Just had a thought- what if i were to edit the 'AnimationTest' file so it did not re-close/close not as much after the Rockets fly off? hmm..... it would mean you would ahve to do the 'fly with me' quest, probably wouldn't affect the LOD and works perfectly with the Lore. I shall think on all of this. Thanks very much guys Link to comment Share on other sites More sharing options...
davidlallen Posted March 20, 2011 Share Posted March 20, 2011 Interesting.... so there is absolutely no way to recreate it? why exactly is this? because Bethesda only has the right tools? the right grunt power? the right people?We can speculate; maybe it is a simple bug in the geck they ship to modders. We know there are other bugs, like, *it doesn't show error messages*. Link to comment Share on other sites More sharing options...
lewisdude Posted March 20, 2011 Author Share Posted March 20, 2011 Okay- through some fiddling with Nifscope (stopping the closing animation half-way through) i now have a gorgeous open REPCON launch dome, beautifully positioned for a base. However, the 'floor' of the dome is non-collision, IE i fall straight through it. Is there a box i can tick so collisions are enabled? or can i somehow 'raise' the wallspace underneath the dome so it seems as though i am walking on it? Link to comment Share on other sites More sharing options...
lewisdude Posted March 20, 2011 Author Share Posted March 20, 2011 Hmm okay the entirety of the dome is non-collision. might have something to do with how i edited the animation so it stopped early. Can anyone tell me how to add collisions to the model? Link to comment Share on other sites More sharing options...
chucksteel Posted March 20, 2011 Share Posted March 20, 2011 Hmm okay the entirety of the dome is non-collision. might have something to do with how i edited the animation so it stopped early. Can anyone tell me how to add collisions to the model? You'll need to use blender to add the collisions you need. Her is a link to a youtub Tutorial on . hope this helps chuck Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted March 20, 2011 Share Posted March 20, 2011 If it doesn't have to be too exact on the round areas, you can just add a collision plane(s) where you want it.It's the button with the c at the top of geck. Link to comment Share on other sites More sharing options...
lewisdude Posted March 21, 2011 Author Share Posted March 21, 2011 thanks for all your advice i'll check out the youtube video- oh and cheers quetzel-something (xD) but those collisions are too inexact for my needs. Currently downloading trial of 3DS max to fiddle with the .Nif, the essential problem is 1. blender requires some funny settings and advanced knowledge to work with the plugin and also 2. it's an entire animation not a single static object, making it a little difficult. i'm going to try chucking the animation into blender and 3ds and then hopefully finding some 'enable collision mesh' button, chuck it back into .NIF and into the geck. Worst case i'll find some way to export the dome at the moment in the animation i want, then just delete the existing dome and replace it. Cheers for everyone's advice guys. Link to comment Share on other sites More sharing options...
Recommended Posts