JuJooGuppy Posted May 28, 2016 Author Share Posted May 28, 2016 No idea, I will expirement with it at some point. Im sure thats probably the route to go, but don't know if there is more to it.Not 100% sure what you are referring to with the hidden collision for staircases. I assume a means of helping AI navigate them properly? Link to comment Share on other sites More sharing options...
Ethreon Posted May 28, 2016 Share Posted May 28, 2016 No idea, I will expirement with it at some point. Im sure thats probably the route to go, but don't know if there is more to it. Not 100% sure what you are referring to with the hidden collision for staircases. I assume a means of helping AI navigate them properly?Edited that after I looked a bit - there's a stair helper collision. It's used for navmeshing, probably to allow inclined surface navmesh to snap to an existing grid of navmeshes. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 28, 2016 Author Share Posted May 28, 2016 No idea, I will expirement with it at some point. Im sure thats probably the route to go, but don't know if there is more to it. Not 100% sure what you are referring to with the hidden collision for staircases. I assume a means of helping AI navigate them properly?Edited that after I looked a bit - there's a stair helper collision. It's used for navmeshing, probably to allow inclined surface navmesh to snap to an existing grid of navmeshes. Figured thats what it was. If you get the process down for working on new stairs, that'd be something id be interested in learning if its something you cared to share the process on at some point. Not in a rush or anything though, I have plenty to do currently. Thanks for the replies, as always. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 29, 2016 Author Share Posted May 29, 2016 (edited) EDIT: Hmm. Guess Compound object doesn't work properly... it acted like it did, showed up perfectly fine, converted fine, etc etc. But doesnt seem to work in game. I may have made a mistake, but dont think so, everything went smooth.. just think it doesnt work... Edited May 29, 2016 by JuJooGuppy Link to comment Share on other sites More sharing options...
Ethreon Posted May 29, 2016 Share Posted May 29, 2016 EDIT: Hmm. Guess Compound object doesn't work properly... it acted like it did, showed up perfectly fine, converted fine, etc etc. But doesnt seem to work in game. I may have made a mistake, but dont think so, everything went smooth.. just think it doesnt work...If you got compound stuff, link each different coll. to another mesh. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 29, 2016 Author Share Posted May 29, 2016 That would be the issue I had then. Interesting, thanks. Most of the objects I have done collision for thus far only needed 2 or 3 collision objects, so wasn't a huge deal to have them separate. Thanks for this. It certainly has been nice creating new collision.Do you happen to know whether all of the materials under Collision Group are used / work with Fallout 4? I have only used the base Metal thus far, as thats all I have needed. I didn't see any comments on it while browsing. Link to comment Share on other sites More sharing options...
Ethreon Posted May 29, 2016 Share Posted May 29, 2016 That would be the issue I had then. Interesting, thanks. Most of the objects I have done collision for thus far only needed 2 or 3 collision objects, so wasn't a huge deal to have them separate. Thanks for this. It certainly has been nice creating new collision. Do you happen to know whether all of the materials under Collision Group are used / work with Fallout 4? I have only used the base Metal thus far, as thats all I have needed. I didn't see any comments on it while browsing.Used metal. Used wood, dirt etc. they work as intended. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 31, 2016 Author Share Posted May 31, 2016 Hmm. So far I have had no luck creating a combined collision mesh. I know how to create a collision that is several smaller and separate collision objects. But creating a Compound Rigid Body has yet to work out.I tried:Creating a single mesh for the object, then creating multiple collision objects (All cylinders, infact.), linking all the collision objects to the mesh, then selecting all the collisions and doing Create Rigid Compound Body and going from there -- that resulted in a collision object being exported, but no actual collision in game.I created multiple objects that made up my object, then made corresponding collisions, linked them to each object, then created a compound rigid body.. that one resulted in only one collision object being exported, and only one piece of the mesh being exported.. didnt surprise me since the exporter seems to only like doing 1 object at a time. I thought the last route was what you had meant, but clearly it isn't. Can ya offer any advice / help on it? To make sure I am being clear on what I am trying to accomplish, is I am trying to create a collision object that actually incorporates a few different collision objects into one. Just to have less bulk in a NIF file with lots of different collision pieces, like a structure. Any help would be awesome!Also, I dont know what happened to it, but I had replied to your last post thanking you again, and stating that I planned to keep track of any materials that didnt work, if any. *shrug* no idea what happened to it. Link to comment Share on other sites More sharing options...
Ethreon Posted May 31, 2016 Share Posted May 31, 2016 So far I used only "create rigid body with proxies". Unrelated, tried to make a helper collision and didn't give much, so there's stuff I need more help with there. For you, I suggest you do one at a time. Make one material collision, link to chosen visible mesh, collision with proxy from menu, give the appropriate weights and materials to each object. Move on to next group of objects. Seems to work for me, but I don't use more than 2-3 materials per object. More collision shouldn't be an issue, just make sure they are following the object. I think that should be your worry first and foremost, and fidelity of material only after :) Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 31, 2016 Author Share Posted May 31, 2016 So far I used only "create rigid body with proxies". Unrelated, tried to make a helper collision and didn't give much, so there's stuff I need more help with there. For you, I suggest you do one at a time. Make one material collision, link to chosen visible mesh, collision with proxy from menu, give the appropriate weights and materials to each object. Move on to next group of objects. Seems to work for me, but I don't use more than 2-3 materials per object. More collision shouldn't be an issue, just make sure they are following the object. I think that should be your worry first and foremost, and fidelity of material only after :smile: Well, its not the matter of different material types for me so much as creating collision that is at least close to the shape of the object I created, which is why it often takes more than 1. I mean, I could do bulky, clunky collision, but that can be really obnoxious for a player. That and starting work on more conplex objects that will take several collision objects, which is why I am trying to get them to merge into a single collision Link to comment Share on other sites More sharing options...
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