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Nifskope -- Resizing Static Architectural Pieces


David Brasher

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I have this pedestal with a brazier on top. It was bigger than a person and needed to only be waist high, and I was going to be deploying dozens of them, so I didn't want to resize each one in the CS upon placement. So I resized the model in Nifscope. It took me forever to figure out the trick. Nifskope does not care about the master scale setting. The settings that actually worked were the three settings for three different pieces of the mesh. I adjusted them all the same and now the pedestal is the right size in the CS.

 

But now collision is wrong. It is still the size it was when the pedestal was bigger than a person, and collision extends beyond the object and trips people up or blocks them.

 

In NifSkope, How do I scale collision down to match the new size of the rescaled object?

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I have never found a way to do this in nifskope, but I may be wrong. I think they can only be changed in blender or another program. Even if the collision are properly parented, any scaling or rotation won't apply to the collision. The collision meshes don't have any mesh data besides what tells nifskope that they are collision.
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Did you try just scaling down the collision branch like you did the object branch? (I can't try it, because I have no clue how to scale things in NifScope.)

 

edit

Ah, didn't read Genzel's comment. If you do know how to use Blender, there's a simple way to make collision out of an object. LHammonds has a tutorial on it

. While it uses a shield, the technique can be used for pretty much everything (although I wouldn't use convex collision for everything; it may just need a square collision box to keep the player from going through it.) Edited by Guest
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