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Blender NIF export settings?


CausticRKS

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I have level assets that need to be exported to NIF that have collision data. However, I don't quite remember the setup for exporting them. Only that I think you have to click the Oblivion button, instead of the Fallout 3 button when you export.

 

I would like a screenshot of the general setup for that, if possible. I tried the Blender Forum but I imagine it's a little lonely, and most of it focuses on Oblivion and Fallout 3, so this section seemed more appropriate. I'm guessing most of you have Blender or Max if you're doing mods.

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Oh wow thanks man! I think that's the one I originally ran into way back. :D Well now I've got the model with collision attached to it. But now I need to copy the collision model in that file, and place it in the other. Running into problems -__-

 

 

(This is the first time I've ever attempted to make full-blown level assets, for a game anyways. For anyone interested in helping me to get this stuff in-game and working, I've included a screenshot...)

 

http://home.kc.surewest.net/clminard/Exit.jpg

 

This is a WIP of the exit corner piece. Keep in mind, I am trying to keep things fairly low-poly.

Edited by Deadspine
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That looks very good.

 

I have tonnes of experience in getting things into fallout. I use 3ds max So I can't help with the export but I know just about everything about Nifskope.

 

What problems are you running into?

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Well I got the model with the collision converted to nif. So I can successfully open the model in nifskope now.

 

I can copy and replace meshes in nifskope. So that's not the problem. I've been doing that forever. But since this is the first time I've attempted a level asset, I don't know how to copy-replace the collision data over correctly. Or is it worse to use the copy-replace method?

 

What is the best way of getting all that information over from one nifskope window, to the workspace I'm currently switching everything over to?

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Is your collision an bhkMoppBvTreeShape?

 

This is the most efficient type of collision.

 

You can copy it over by selecting your bhkMoppBvTreeShape and chosing copy branch.

 

Paste the branch in your final nif. (does not matter where)

 

then go to your bhkRigidBodyT/bhkRigidBody block (adding the T on the end of bhkRigidBody makes it transformable)

 

in the block details window set the Shape setting to the number of your bhkMoppBvTreeShape

 

Your collision should now have replaced the old one.

 

Select the old bhkMoppBvTreeShape branch and chose delete branch.

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Yes, it's a mopp. I imagine they are more effective because it's just basically the wireframe of the object, thus virtually more accurate collision properties. I'll try it out here real quick and let you know if that works. Thanks a lot by the way! :D
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Alright so I followed that, but now after that...it seems that the whole red-colored collision thing just disappears altogether. I also don't see it visibly when I paste the branch over. That seems to be my main problem. It isn't recognizing something, and nifskope also tells me that it's an "unknown block".
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Hmm. Are you copying the whole branch or just the one block?

 

You have to use Copy Branch then Paste Branch (the Paste Over option does not work with this, you have to paste the whole branch into your nif then redirect your bhkRigidBody to use that branch as its shape)

 

If you still have problems send me the nif and I'll take a look and see whats wrong and let you know.

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