SirSquidly Posted November 22, 2016 Share Posted November 22, 2016 So, I've been working on a small quest mod that involves this building, but now have noticed the building's collision is a little... wonky. http://i.imgur.com/Xmokule.jpgTHIS is how far I had to put the door, just so you can go inside. Horrible, right? I'm wondering if there is any way I could alter the collision of the building itself so I can actually put the door, you know, ON the building. I've done some small work in Blender and Nifskope in the past already, and any help on a good collision tutorial would be amazing, thank you! Link to comment Share on other sites More sharing options...
madmongo Posted November 23, 2016 Share Posted November 23, 2016 My experience with Blender and importing nifs is that you are better off just deleting the collision that Blender imports and re-creating it from scratch. If you've never done a collision mesh, it's pretty simple. Just create a mesh that is fairly boxy and simple that puts the collision where you want it. If the object you are putting collision around is fairly simple, then you can just duplicate that object. If the object is fairly complex that will still work, but having too complicated of a collision mesh really slows the game engine down because there's that many more triangles it has to check collision with. So if it's simple, just duplicate it, if it's complex, just make a boxy approximation around it. Maybe leave a cutout for the door in this case. Now that you've made your collision mesh, you need to turn it from a regular mesh into a collision mesh. Select your new mesh object, click on the symbol with three arrows, and you'll see a box down on the bottom center of the screen that has Drawtype and Draw Extra. On the left side of that, under Drawtype, click on Bounds to select that. Then, under Draw Extra, select wire. This will make your mesh into a wire frame collision mesh. Now go back to the panel options (where you clicked on the 3 arrows thing) and select PacMan. Yes, I know it's not PacMan, but that's what it looks like. It's the one all the way on the left. Click on Bounds, select Triangle Mesh, then click on Add Property, change the type to String, then in the box to the right of Name Prop type in HAV_MAT_STONE (or HAV_MAT_WOOD, depending on what your building is made out of). That's it. Select all objects and export as a nif, making sure to set your nif options as a static object with Use BSFadeNodeRoot selected and make sure the collision option matches the collision material you typed in earlier (stone or wood, for example). So in short, click on the 3 arrows, select Bounds and Wire, click on PacMan, click Bounds, select Triangle Mesh, Add Property, select String, type in the appropriate collision material, select all objects, and export. Simple! Link to comment Share on other sites More sharing options...
Mktavish Posted November 24, 2016 Share Posted November 24, 2016 (edited) Thanks for that explanation Mongo.I've run into this problem myself attempting the same thing.What I ended up doing was building my own door frame out of camp logs so the door could sit away from the building wall to work , but not appear to be floating in thin air. @SirSquidly ... For the unconventional hack the geck version ...could just stack 3-5 casing away from the wall ?But it's always good to learn new things I say. Edited November 24, 2016 by Mktavish Link to comment Share on other sites More sharing options...
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