damanding Posted November 24, 2016 Share Posted November 24, 2016 I've got an institute table that I scaled down a little (using Outfit Studio) to be a more appropriate size for a bedside table. However the collision didn't shrink with it. Does that really matter in terms of causing errors, CTDs etc? The nif is sanitized and I'm not getting noticeable errors in Nifskope or CK, but I'm not an expert at working with meshes either so I don't know all the things to look for yet. How can I get the collision to shrink to the appropriate size? The rescale is not significant, so the original collision won't be that bad to end up using if I have to, but I'd like to fix it if possible. Nifskope view CK View showing collision difference Link to comment Share on other sites More sharing options...
Ethreon Posted November 24, 2016 Share Posted November 24, 2016 You'll be fine. Just remember anything placed on the table will float. Link to comment Share on other sites More sharing options...
damanding Posted November 24, 2016 Author Share Posted November 24, 2016 I'm hoping that no one will dare to decorate my already decorated table. It's got the Institute aesthetic people! Clean, not overly cluttered. DON'T ADD TO IT! :P But yeah I know people will totally want to clutter all the already cluttered furniture up with their own crap so I may just include a note that Place Everywhere will be necessary on that one table. :D Still be nice to learn how to fix it just for the sake of learning something new. Link to comment Share on other sites More sharing options...
Ethreon Posted November 24, 2016 Share Posted November 24, 2016 You can fix it with max 2013. I could fix it if you send me the mesh. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 24, 2016 Share Posted November 24, 2016 Dumb question: Why not just scale it in CK? 2nd dumb question: Why not scale (0 node) the whole thing (including collision) in NifSkope? I'd assume because you scaled parts individually...but thought I'd ask. =) Link to comment Share on other sites More sharing options...
damanding Posted November 24, 2016 Author Share Posted November 24, 2016 Sent you a PM. Many thanks Ethreon. Link to comment Share on other sites More sharing options...
damanding Posted November 25, 2016 Author Share Posted November 25, 2016 (edited) Dumb question: Why not just scale it in CK? 2nd dumb question: Why not scale (0 node) the whole thing (including collision) in NifSkope? I'd assume because you scaled parts individually...but thought I'd ask. =)When making what are basically static collections of clutter I do most of the combining, rescaling, tweaking in Outfit Studio because it's just easier. Then I open in Nifskope for sanitizing etc. Combining multiple meshes in Nifskope is just a PITA, it involves copying branches, pointing to all the appropriate textures manually, etc. Whereas in OS I literally just drag and drop meshes in there and then adjust to my heart's content. All the material and texture information is automatically included. This particular mesh requires OS for one step at minimum anyway because I had to unskin some eyeglasses. Edited to add: Also yes, the table was rescaled but none of the other items were rescaled. Edited November 25, 2016 by damanding Link to comment Share on other sites More sharing options...
VIitS Posted November 26, 2016 Share Posted November 26, 2016 Scaling the base node in nifskope does nothing to scale the collision. In my experience, the only way to scale collision (other than remaking collision in 2013 3ds max) is using the scaling field on a placed object, so if it's something you are actually placing and not something craftable you can do it that way. Link to comment Share on other sites More sharing options...
damanding Posted November 26, 2016 Author Share Posted November 26, 2016 Scaling the base node in nifskope does nothing to scale the collision. In my experience, the only way to scale collision (other than remaking collision in 2013 3ds max) is using the scaling field on a placed object, so if it's something you are actually placing and not something craftable you can do it that way. Ah good to know. Thankfully in the types of clutter I make it's not normally an issue because most of what our mod has the collision isn't really that critical. For example, a place setting that someone will normally stick on top of a table will have collision for the plate itself because I added that first, but the cup, silverware, napkin won't. Given how small the overall collection of items is, if someone lays it on the floor and walks over it easily because of the collision...who cares? With the larger cluttered furniture items, the furniture gets added first and the collision is based on it so the items on top don't matter either. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 26, 2016 Share Posted November 26, 2016 You know, I think VlitS is right. I do vaguely remember having to adjust the base node before and the collision node afterwards (though still in NifSkope) before it would act as expected. Might have even needed to copy and paste it over and grow it independently as a separate base branch as if I was adding to some non-collision'd object (I think you'll get what I mean...the nifskope terminology seems to have escaped me at the moment). (In my defense, I'm back to working on the small or regular size objects again, heh)((Geez, dude, I have to fact check myself every single time I say anything these days...need to start taking ginseng, ginkgo biloba or something)) Link to comment Share on other sites More sharing options...
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