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Need help with a custom workshop connection point issue!


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Hi guys,

 

Last night I experimented with adding snap-in nodes to "meshes\SetDressing\signage\SignDrugs01.nif".

 

I also added two hemispherical markers to help with positioning. I want to clarify, is it the flat face or the curved face of these markers that should face towards the position where I want the snap to occur? From looking at some of the Architecture nifs, I got the impression it should be the flat face of the marker. This makes sense to me, because when two nodes snap together it would be like joining the two halves of the marker hemispheres to form a full sphere. However, I got different results in-game.

 

For example, I added a P-WS-Autoplace between the two metal posts on the back of the 2-sided drug store sign where it should connect to the wall. When I had the flat side of the hemispherical marker facing towards the wall where I wanted it to snap, the sign didn't snap as expected - the left side of the sign attached to the wall instead. So then I rotated the marker 90 degrees to the right so the flat side of the marker would be parallel to the left side of the sign and perpendicular to the surface that I wanted it to snap to - then the sign snapped onto the wall correctly by the two metal posts, so that the sign was perpendicular to the wall (sorry, I can't provide an image right now).

 

I used the other marker for positioning an AddOnNode for attaching a light. What I found is that the curved face of the hemisphere would point in the direction that the attached light would shine! So I'm a bit confused about the proper orientation of node points. :pinch:

Edited by steve40
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You want the flat face from one hemisphere to snap to another hemisphere's flat face in order to form a sphere. And while you do that, you have to note that the angle of the face is X, the angle you input in the Z rotation for your snap point must be 90 degrees less. Don't ask, I have no clue why they designed it this way. So if your sphere is oriented towards 90, your snap point would read a rotation on Z of 0.

 

As for autoplace, it's a bit finicky sometimes. Also, you cannot have two on same object and have them work, not as far as I know. Or maybe I didn't understand what you did. Also make sure the root node is not rotated by any measure on any axis, cause some of them are.

 

For your object autoplace should be at -90. At least that's what should work.

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Autoplace as mentioned can be a real pain in the ass. Its funny, if you use autoplace + applying a "snapdirection" in the ESP to achieve hanging objects,, the bounding box settings in the .esp have a profound effect on its positioning...

 

I may be able tot ake a look at it and figure out what the cause is, but honestly I typically don't leave editor markers in / use them, just how I have done things.

Also of note,t he sign you are editing, you know that one of the patches added that as a usable object anyway correct? Bethesda added in awhile back, and gave it proper snapping. Should use that one as a base to get started :)

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Thanks for the heads-up on Nifskope, I didn't notice there was a newer version.

 

I've gotten the snap points working, the issue is that that hemispherical marker is incorrectly orientated. It's actually meant to be used for positioning hemispherical shadow lights :)

 

There is a better set of markers available for positioning snap-in points and they have the correct orientations :)

 

"Meshes\Workshop\WorkshopEditorCP01.nif" is used for P-Wall snap-ins.

"Meshes\Workshop\WorkshopEditorCP02.nif" is used for P-Floor snap-ins.

"Meshes\Workshop\WorkshopEditorCP03.nif" is used for P-Door snap-ins.

 

Enjoy! :)

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