usaf9211 Posted May 18, 2016 Share Posted May 18, 2016 (edited) I used a remodeled vertibird as a door to teleport across the map, but now I just walk through it and don't see the "travel" option. I don't think I changed anything, so would a collision issue be with modeling or the CK? for some reason the "collision" checkbox on the niftools exporter is greyed out. Edited May 18, 2016 by usaf9211 Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 18, 2016 Share Posted May 18, 2016 Currently, custom collision is not an option. Bethesda's listed "planned features" for the CK list custom collision creation as something they want / plan to add, but it is not currently added last I checked.So, you have to copy / paste in collision from other nif's and use NiNode's as parents to the collision, and move them into place to form a makeshift collision. Depending on the object, it can be quite time consuming. If your model is close to the same as the vanilla vertibird, you likely can make due by copying its collision over and adjusting it accordingly. When I copy collision over, I often remove all textures / other attributes from the NIF that I am stealing the collision from, then copy its root NiNode (0) with the basic geometry (textureless) and the collision over to my new mesh. This way, I can adjust the NiNode, and have a visual idea of where the collision is. Once I am done moving it, I then remove the geometry, leaving the collision in place.If this doesn't make sense, A) its partly due to it being a rushed explanation, and B) you probably need some more experience working in nifskope. I may try to explain better at some point though. Link to comment Share on other sites More sharing options...
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