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Posted

Yeah i'm thinking it's a tick box from what you are saying.

 

What' the story of the new Mopp code.. does the older data from like F3 still work? or are we basically needing mad updates to exporters/nifskope function to convert between? being lazy and don't want to test :biggrin:

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Posted

The mopp node is pretty much the same! :D :D

 

CompressedMesh... I dunno. I've never really understood half of what goes on in the havok blocks to know what to expect. Being compressed, that part of the data is a bit beyond me. The source for creating one is part of the havok SDK, so maybe someone with some programming smarts can figure that out.

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got particles and animated crap into a weapon today. Pretty much the same thing as F3 for all that. Just a little different but not at all really. All effects possible. Can also be attached to armor.

Posted

BSPSysLODModifier

BSPSysScaleModifier

BSPSysInheritVelocityModifier

BSPSysSubTexModifier

BSPSysHavokUpdateModifier

BSPSysRecycleBoundModifier

 

I'm not sure why ScaleModifier exists, it's been a while since I've last particle'd.

 

BSProceduralLightningController - I don't recall offhand if this one is particle related or not, but it could be very interesting. Haven't gone back to look since the initial decode.

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