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making .nif of a static object movable


Neograf

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Hello there,

 

I, a complete noob when it comes to modeling, textures or grafic issues, have run into a problem i cant solve alone with google ;)

 

Background: For personal use i made a portable camping stove - like a portable campsite but with lesser amount of recipes (just small meals) and it uses fission batteries.

Now I want to give it the look of the electric hotplate introduced in the dlc.

But simply transfering the .nif caused my camping stove to float in the air (unmovable), when dopped from my inventory :(

 

I found out (google, forum, tutorials), I need NifSkope for this: removed the pot at first :D and changed the mass from 0 to 10, the layer to ol_clutter and some other values when comparing the .nif to the one of a movable object (i have chosen the tin can).

 

Now my camping stove is finally falling down to the ground when dropped from my inventory, but it slowly wanders through the ground, reappearing somewhere above my head an starting to float down to the ground again - repeat... :(

 

 

All i want is to use the .nif of the electric plate on a moveable object like... the tin can ;)

Someone can help me or give me link to the answer?

Edited by Neograf
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You should use blender on it, so it's more correct. But if you wana do it the hacked mesh way.

Pretty much you would copy only the nitrishape/nitristrip data from the mesh you wanted to use, an paste that into a freshly unpacked mesh.

Using block/paste over on the nitrishape/nitristrip, and then fixing the materials an shaders to match the original.

You should look in block details on the nitrishape/nitristrip data you pasted in, find tangents an binormals right click them aray update, then spells update tangent space. You could then edit the collision mesh with blender, or create a box shape an input the values.

Edited by GrindedStone
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  On 4/5/2011 at 1:11 AM, GrindedStone said:

You should use blender on it, so it's more correct. But if you wana do it the hacked mesh way.

Pretty much you would copy only the nitrishape/nitristrip data from the mesh you wanted to use, an paste that into a freshly unpacked mesh.

Using block/paste over on the nitrishape/nitristrip, and then fixing the materials an shaders to match the original.

You should look in block details on the nitrishape/nitristrip data you pasted in, find tangents an binormals right click them aray update, then spells update tangent space. You could then edit the collision mesh with blender, or create a box shape an input the values.

 

Oh, you're talking Chinese ? ;)

When it starts with using blender, I'm out. MadNuttah helped me using the original .nif with a "placeatme"-command. Now my camping stove is not moveable, but it's enough for my personal use.

 

But, big Thanks for your help :D

 

Cheers,

Neograf

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