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Chunkmerge collision problems


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So I have successfully used chunkmerge a number of times and have a couple template files that work for applying collision but my current building model doesn't seem to want to work properly.

 

I set up the collision mesh as a copy of the original mesh without any other blocks other than the trishapes and the root. I have my destination mesh with no collision or BSX blocks, just the trishapes and shader properties, etc. Then I have the template which is just the BSX and collision. It all processes just fine and when you preview the mesh in the CK or in the render window with collision on, it shows the collision marks perfectly. However when you go in game there is no collision. The normals are all faced out properly, and I even placed a test version of the finished mesh with the collision block stripped out to confirm that the collision marks disappear from that test version and they do, so it LOOK like it's set properly but won't collide. Any ideas what this is symptomatic of? Only odd thing I could think is that the mesh has several levels of NiNodes nested inside the main branch so it will have several trishapes under one, then another NiNode nested with several more trishapes, etc. Could this have anything to do with it?

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Your workaround is somewhat different from how I do it.

 

"...I have my destination mesh with no collision or BSX blocks, ..."

 

What about the BSX in your destination mesh after using ChunkMerge, is it there with the flag "use collision"? BSX tells the nif to use collision (with the proper flags).

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Yeah I was missing the BSXFlag block for some reason. left it out and forgot that Chunkmerge doesn't add it, so I tried to manually add one and tried to cut and paste one from a similar model but still had no results. Added it before chunk merging and also tried adding it after, still nada. I even re-ordered all the nitrishapes so they were all under the main NiNode and that still hasn't done anything.

 

What should the integer data be set to? I can't seem to find any data at all online about what determines that value and most models seem pretty different. I tried 130, 642, 2 and no dice. :( really getting frustrated because I feel like every time I shift focus onto another aspect of modding and come back to chunk merge I have to re-learn it over again.

 

And yes I had the collision flag on in the BSXflag.

 

When I manually added the BSXflags it throws it at the bottom independent of the NiNode sub tree. It didn't work there and when I cut it and pasted it inside of the NiNode tree it didn't work there either. I'm vexed :(

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This is an illustration I made for another member for a different mesh. But it should be the same: Here I copy the BSX from a static and paste it to the new static. Nifskope will rename it to something else so make sure to rename it to BSX, else it will not work.

 

https://picasaweb.google.com/lh/photo/QylxIorfupByJYSKLEwQbBsphkZMVa5bE94GLB1zGz0?feat=directlink

 

Integer for statics is 130, for clutter 194.

 

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omg I don't know what the hell happened but it finally worked. I must have generated the collision 50 times with every combination of setup imaginable but this time it worked. I think that the only thing I did differently is that when I generated the collision the BSXFlag was already in the destination mesh with integer 130 set and the flag on. In the past I may have had the BSXFlag there but with improper integer settings at the time of generation... sigh...

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ok... this is just weird.... So I saved a backup of the working version and went back into a copy of it to adjust an object by moving it forward a bit and then applied the change, deleted the collision and saved it. Then I edited the source collision to make sure the object was in the same place then generated the collision again in the same exact way as before but this time it would not function in game. Every time I have done this the collision mesh shows up in the CK but I walk through in game. It's like the BSXFlag isn't actually realizing there is a collision block at all, and why adjusting one object would matter is beyond me... I think for now I am going to call it good and just position stuff in the CK to account for the part that's off on the original mesh because the rest seems fine.

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