xab666 Posted May 9, 2011 Share Posted May 9, 2011 im looking for information on converting havok friendly static meshes into non-havok static meshes (collision only).I found a way to do it, but its very unreliable. currently i take a known static with a collision area approximately the same size and shape (like a pulsegrande and cyrogrendade).I open the non-havok one, and proceed to delete all the NiTriStrips, whcih removed the maps and leave the collision boundry.I then copy the other object, branch by branch, into the non-havok file this worked for several types (and allows me to avoid about 3000 lines of set posiition statements).but it didn;t work for :Nukagrenades, Cryograndes, or Stealthboyscryogrenades move the cannister propery, but the pin (or push tab) moved 90* perpendicular, and set in the middle instead of the endI moved it, but it still crashes the game (GECK shows texture error, giant triangle). i have blender, and nifskope, and autodesk 3ds max 2012(I'm downloading right now)any suggestions uses those products would be appreciated (I haven't used Autodesk 3ds before - I got a student serial, so I might as well use it) tyia Link to comment Share on other sites More sharing options...
GrindedStone Posted May 20, 2011 Share Posted May 20, 2011 (edited) The Nexus Wiki Create a sword talks about it a bit. Down in the nifscope part it actually tells the method. Mostly everytime you end up exporting your mesh with Blender, then open that mesh with nifscope, an copy only the shape data, not copy branch, just copy on that one nitrishape or strip lines, or whatever the collision is called. Then you paste that over a similar vanilla mesh's nitrishape line or havok line, an update the aray on tangents binormals or something, then updating all tangent spaces which can be done via spell or by right clicking an looking under mesh/update TS. It doesn't work everytime if you edit a havok in blender, sometimes you can end up with a mesh that looks great, but the havok will cause a crash anytime you even spin the camera in the same area as the mesh. I would imagine in these cases we would revert back to the old create a box shape Havok which is the most simple type, an is done in nifscope basicly by inputing the numbers taking a guess, the X Y Z for a box shape rather than the convext verts one or sompin. Edited May 20, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
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