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Custom Collision?


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Hey all,

Just curious if there is a means to create custom collision now with the CK being out? I am rather unfamiliar with the CK, so I apologize. Just dead tired of making half-assed collision via various objects, and would love to be able to finally create real collision.

I have no idea if this is something the CK typically addressed in the past, or whether its been addressed here, or if its something that will have to wait for updates by the nif plugin team (Jon)


Appreciate your time reading and any replies!

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You can't create collision with CK. But Beth said in a post over at the CK forum that they want to add support for custom collision in a future update. It will probably be in an external tool though.

 

What's coming in future Creation Kit updates? Here are some highlights, timing tbd.

  • Elric post processing support
  • Support for texture optimization processing for PC and consoles
  • Support for collision data on meshes for PC and consoles
  • Ability to upload a mod for XB1 and PS4
  • Ability to specify a master file or plugin for a mod


Edit: Second post in this thread.

Edited by DarthWayne
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I kinda figured itd be an external plugin since I know its actually made in the modeler itself (in this case 3ds max.) Just was curious if they had included anything for it or not, which as you pointed out looks like something they plan to add. But Ethreon makes it sound like its already implemented? If so, mind pointing me in the right direction? Once I know where the tools are to do it, I can figure it out, just don't know where they are.

 

Surprised that newer versions wouldn't still work as long as they were 2013+, hmm. Don't have 2013 here, either.

 

​Anyway, thanks for the replies. If it isn't implemented yet, hopefully it will soon..

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GECK comes with a nif plugin, that should be your thing to use to move meshes around. Unfortunately, my understand is that it's currently broken. Anyway, you still need MAX 2013.
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4 years since what?

 

Fallout 3 didn't have support for making .nifs either. Nor did Oblivion.

 

Anyway, I'll be looking for a future NifSkope version as well which doesn't take over Max's entire workspace. Most of the function of Beth's exporter is for setting up rendering materials in Max which doesn't matter. Also, doesn't even work when 2013 doesn't render dx11 texture formats (doubly useless). It also can export only one root node, which makes the default niftools way more useful out of the bag.

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