metricjester Posted September 16, 2011 Share Posted September 16, 2011 I've got a new mace that I've designed in blender, pretty simple looking but I can't get any collision data working on it. I'm using blender 2.49b (cause the tes cs wiki told me to) and the auto-hull isn't working, and I can't figure out how to convert a cube to a collision, it just isn't working for me. anyway the file is here: http://sites.google.com/site/chrispeacockcloud/downloads/TheFullMotleyMarotte.blend Link to comment Share on other sites More sharing options...
JDFan Posted September 17, 2011 Share Posted September 17, 2011 DO you have a .NIF version or .obj version of the file ? -- I used to have Blender installed to be able to export it in a Max useable format but the old HDD died and haven't reloaded it - so can only import using a max compatible format ( .3ds, .obj,..nif, etc.) but should be an easy thing to fix just in Nifskope using another Mace\battleaxe collision form a vanilla weapon and copy\paste and then a few adjustments to the size of the shapes. If no one else comes along upload a Nif or obj version of the model and PM me a link (or post it here) and I'll take a look this afternoon (will be gone for a few hours but have some time later today) Link to comment Share on other sites More sharing options...
metricjester Posted September 18, 2011 Author Share Posted September 18, 2011 (edited) I just exported it to .NIF without the collision, you can find it at http://sites.google.com/site/chrispeacockcloud/downloads/ Actually all work files are there too Edited September 18, 2011 by metricjester Link to comment Share on other sites More sharing options...
JDFan Posted September 18, 2011 Share Posted September 18, 2011 I just exported it to .NIF without the collision, you can find it at http://sites.google.com/site/chrispeacockcloud/downloads/ Actually all work files are there too Okhere is the model with collision added for you -- I had to adjust the scale of themodl slightly so it fit in the players hand without too much clipping (the handle was too wide in the hand so it looked weird in game as theplayers hand was inside the weapon) . What I did was import your models Nitristrip into an existing weapon Nif -- (elven Batleaxe since the handle was the proper shape collision) - added a bhksphereshape (changed the size to 1.44units so it was the correct size) and removed the bhkboxshape - properly attached the sphere shape to the bhkConvextransformShape (so the sphere could be transformed to the right placement on the handle) and used the transform to position the sphere proerly on the model (y translation +3.8 units). It tested OK in game (didn't have the texture so was purple (but should be correct once texture is there) --- Let me know if you need any adjustments made if you wind up changing the size of the model and I'll tell you how to make the changes in nifskope - but it is working correctly now. Link to comment Share on other sites More sharing options...
metricjester Posted September 19, 2011 Author Share Posted September 19, 2011 Thank you thank you thank you. Now to build my skills so I can do what you just did too!! Link to comment Share on other sites More sharing options...
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