Ethreon Posted May 17, 2016 Share Posted May 17, 2016 Trying to create something with collision, just to get the understanding of the process. Apologies for the very detailed steps. What I do P.1Open max 2013Create box of 24x32x2 called c_letter. Convert to poly and make sure it's at 0,0,0 for convenience.Create text Arial black, 64 size, called LargeLetter.Set text to A.Rotated 180 Z and 90 XExtrude for 4Move to 0,-2,0 to correspond with collision box.Convert to poly. P.2Open material editor.Get material (G)Double click BSLightningFXClick on Load, select Materials\interiors\RedRocket\RedRExt07.BGSM as my materialDrag and drop new material on text poly (materials remain white, not sure why they don't render) P.3Select c_letterPress Select and LinkLink c_letter to LargeLetter P.4Select both, go to Havok Content Tools menu, Physics>Create rigid body with proxy(s)Select LargeLetter, set weight to 100Select c_letter, give it a box collision (it's convex shape for some reason when first created)Go to Tools, More, d-click CollisionGroupSet Default Material to MetalLight and object type to StaticApply to selected P.4Select LargeLetterExport as .nif <etc> as A.nif to Desktop/Export/MeshesOpen Elric.exe (it is properly setup)Click Convert, select A.nif.Open A.nif with nifskope to check structure tree THIS is what I get. Why? If at P.4 I Select both objects again before applying CollisionGroup, I get same thing. If I apply the material to both objects, I get same result. I know it works, I was able to get some working nifs at one point or another.There's obviously the issue of having materials actually load and show up, even if it would be incorrect. I can't unwrap if I can't see what I'm doing. Link to comment Share on other sites More sharing options...
modlurker Posted May 17, 2016 Share Posted May 17, 2016 Thx for the info have not look into this yet Link to comment Share on other sites More sharing options...
robboten Posted May 25, 2016 Share Posted May 25, 2016 Shouldn't you convert back to mesh too before exporting? Was trying this today too and got some results. But nifskope complained a lot about wrong arrays or so. Will experiment more later today. Also I wonder about the practical workflow for this. I can import nifs fine with materials and all in 3ds max 2016. Not in 2013. But can't use the CK tools in 16 only 13. Only way is to export as fbx from CK and import to 13. Do the collision export and merge with old static with bad collision by copy paste in nifskope. Seems very impractical to me. Is there a better way? Link to comment Share on other sites More sharing options...
Ethreon Posted May 25, 2016 Author Share Posted May 25, 2016 You either design in 2013 completely, then export as nif, convert with Elric, add to mod via CK or edit, or do the base work in 2016, export fbx, add collision, export as nif, convert, upload to mod. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 25, 2016 Share Posted May 25, 2016 I didnt see they had updated it for collision till I saw this thread, going to mess with this here in the next few days as I am quite tired of trying to create collision for objects that resemble nothing, lol. Link to comment Share on other sites More sharing options...
Bloodhuskey77777 Posted December 28, 2017 Share Posted December 28, 2017 (edited) Does not work with 2016 version, And the losers that designed this BS software make it so you can only download such and such old software (Earliest is 2015 on OFFICIAL WEBSITE), Maybe someone can create a .nif converter that ACTUALLY works. I can make models for Skyrim fine but god forbid I try this crap with Fallout Friggen 4. I swear Bethesda pulls this goddamn s*** on purpose with Paid Mods being released. Even Elric stopped working, and Archive2 stopped working COMPLETELY. The perfectly sound .nif converter stopped working in the last year. MONEY MONEY f***ing MONEY Edited December 28, 2017 by Bloodhuskey77777 Link to comment Share on other sites More sharing options...
Bloodhuskey77777 Posted December 28, 2017 Share Posted December 28, 2017 You either design in 2013 completely, then export as nif, convert with Elric, add to mod via CK or edit, or do the base work in 2016, export fbx, add collision, export as nif, convert, upload to mod.ADD COLLISION WITH WHAT SOFTWARE. I TRIED 3DS MAX 2015, 2016, 2018, DAMN BLENDER, MAYA, SKETCHUP. NOTHING WORKS Link to comment Share on other sites More sharing options...
Deleted15964729User Posted December 30, 2017 Share Posted December 30, 2017 3ds max 2013. You additionally need the official nif export bundled with the ck and havok content tools. Link to comment Share on other sites More sharing options...
Ethreon Posted December 31, 2017 Author Share Posted December 31, 2017 You either design in 2013 completely, then export as nif, convert with Elric, add to mod via CK or edit, or do the base work in 2016, export fbx, add collision, export as nif, convert, upload to mod.ADD COLLISION WITH WHAT SOFTWARE. I TRIED 3DS MAX 2015, 2016, 2018, DAMN BLENDER, MAYA, SKETCHUP. NOTHING WORKS It's clearly stated max 2013. Depress your caps lock and open your eyes. Link to comment Share on other sites More sharing options...
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