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Setting activation for door mesh


VIitS

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So I am working on making some of the new doors from Automatron, and currently having an issue with the closing animation. I fit it properly to the size of the regular craftable walls, made it thinner so it looked good when surrounded by regular walls, and added snap points, but I just can't get this to work.

 

The animation itself works fine, but currently the activator is set to the disc in the center and the iris "leaves". The problem is, when the door is open (if you have walls around the door) the only place you can see it to interact with is in one of the corners. I want to set it so looking at the door frame shows the option to close it, but I can't figure it out.

 

Does anyone know how to specify a specific NiNOde/BSTriShape as "interactable"?

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You could try to look at how the the Red Rocket garage door works, and try to create a button you can press that gets attached to your door via scripts. This way you can make the door into a static and have the button be the acti item. Ofc, I have no clue how to do that :P

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You could try to look at how the the Red Rocket garage door works, and try to create a button you can press that gets attached to your door via scripts. This way you can make the door into a static and have the button be the acti item. Ofc, I have no clue how to do that :tongue:

The Red Rocket garage door works by using a linked reference for the placed object. Kinda useless for making a constructible. Yes, it is probably possible to make a script that automatically places a button linked to it, but I don't know anything about scripting so I would prefer another way. Since all I had to do to make it so you could activate the door when looking at the "leaves" is delete the idle anims (which were apparently used so they could make sparks and smoke while it moved without it making them constantly, f*#@ing AddOnNodes) and rename the actual animations to Open and Close, I figure there has to be some way, and I am just missing it.

 

I'm looking at making it an ACTI record instead of a DOOR record, since all the instances I can find where you can activate using the whole mesh. Nevermind, tried that (using both the base ACTI record for the door as well as DDProd's Solar Panel ACTI), and it is still only letting me activate the door on the "leaves". So it isn't something set by the VMAD or keywords, it is definitely in the mesh.

 

Edit:

s#*!. I knew it was working better before, but I thought that was because I had to scale up the iris center so it filled the whole doorway. It's the f*#@ing, piece of s#*! collision. I had removed the collision for the old frame because it was too small (there was about a foot on each side that you couldn't walk through). When I added it back in, I could close the door by looking at the space the old doorframe was.

 

And I still can't f*#@ing figure out how to add custom collisions. Is there a guide for that? I know you did that for Red Rocket Reborn. Do you use nifskope or what? I know once I finally figure it out/am told how to do it I'm going to feel really stupid, but I've been trying on and off for several weeks and getting absolutely nowhere.

 

I can translate and rotate collisions, and that's it. When I try to change the dimensions of a bhkNPCollisionObject nothing happens (I'm referring to ones in Mod-made meshes, like DDProd's Fusion Generator). I know you can't do it with vanilla collision meshes, but you can either do it with whatever kind of basic collision he (and I assume you) use, or there are numerous sizes and shapes you can use for it, because there is no way in hell some of these collisions would without invisible walls for some of the things he has made.

 

 

f*#@ the f*#@ing bhkNPCollisionObject. I have probably spent almost as much time trying to get collision to work as I have making entirely new, complex meshes from scratch (I have one that is almost ready to release, but of course one of the things I need to get working is the collision, so it is at least semi-accurate (I'd be happy with a box that doesn't extend past the edge of my mesh).

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To add custom collision I proceed like this

 

I look at what I want to have collision, then go to my fallout extracted meshes and either find a piece the same size, or smaller pieces that cover the collision using as little of them as possible. Then I just copy the found item on top of my initial item as many times as needed, move it around (leave the trishapes intact so I can visualise easily) and, once done, remove all unneeded data, leaving only the bhk and the base node. It's tedious sometimes, but works so it's not stupid. If you need more than one object to accomplish a mesh, you might want to group all of them into one ninode. And of course, for animated objects you must make sure the collision will move with the object.

 

I think the active area is the entire collision, at least seems so in my tests.

 

You can also send me the door mesh you're working on and I can see if I can fix it and explain how I did it.

Edited by Ethreon
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Dammit, I was hoping that wasn't the case (I had noticed pretty much all the collision meshes I've seen in custom meshes were exactly 2000 bytes).

 

Thanks for the offer, but I actually figured it out just after making my last post (although I was hoping mine was a shitty workaround, and not the way other people were doing it). I remembered Homemaker had a "Institute pillar" that was not much thicker than a regular wall, and about the right length. After doing exactly what you said (using four of them to make a frame), I loaded it in game and could now activate along the edges. Then I found a thin pipe from vanilla game (I too have a folder with all the fallout meshes/textures/etc... extracted and ready for editing) that actually worked a little better (it's a little wider, but comes in multiple lengths so I could fit it just right, and most importantly it has metal collision, not wood).

 

So I now have it working preciously the way I wanted. The only remaining problem is that, due to the pipe being thicker than a regular wall (about three times as thick), it extends the metal collision out a bit, so if you have the iris door surrounded by wooden walls and shoot right near the edge of the door, you hit metal instead of wood. But I am completely fine with that, and happy to finally be able to say I am done with that f***ing door.

 

I can't wait for someone to figure out how to export collision from 3ds max for Fallout 4 (and would be ecstatic and extremely surprised if Bethesda releases a toll with the GECK). Collisions are a pain in the ass right now.

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If they have the same data blob they might be the same coll. used multiple times. Or not, who knows, we don't have the tools to know. I doubt we'll have them soon either, since the information about coll. is known, but cannot be published due to copyrights.

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