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If it's static you could use the quarry cubes and create a custom collision object by combining them into a SCOL, then exporting the .nifs collision data

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Posted (edited)
  On 1/29/2023 at 10:01 AM, Zorkaz said:

If it's static you could use the quarry cubes and create a custom collision object by combining them into a SCOL, then exporting the .nifs collision data

 

Ok, slower & in english please??!!

 

(I have no idea what yer talking about)

 

:ohmy: :ohmy: :ohmy: :ohmy: :ohmy:

Edited by VonHelton
Posted
  On 1/29/2023 at 2:31 AM, VonHelton said:

 

  On 1/29/2023 at 12:39 AM, pepperman35 said:

Dummy node isn't a hard requirement. I just like to use it for organizations purposes.

 

I think BSConnectPoints P-WS-SinkMax governs that. Not sure if kinggath discusses these in his vids or not.

 

Why can't I add an attachment to my posts here??

 

:ohmy: :ohmy: :ohmy: :ohmy:

 

When I take what Elrich gives me & put it in the game, it has a red border instead of green & wants to go through the ground.

Why??

 

:confused: :confused: :confused: :confused: :confused:

 

Click on More reply options button (next to the post button) and you should be able to attach a zip file

Posted
  On 1/29/2023 at 11:09 AM, pepperman35 said:

 

  On 1/29/2023 at 2:31 AM, VonHelton said:

 

  On 1/29/2023 at 12:39 AM, pepperman35 said:

Dummy node isn't a hard requirement. I just like to use it for organizations purposes.

 

I think BSConnectPoints P-WS-SinkMax governs that. Not sure if kinggath discusses these in his vids or not.

 

Why can't I add an attachment to my posts here??

 

:ohmy: :ohmy: :ohmy: :ohmy:

 

When I take what Elrich gives me & put it in the game, it has a red border instead of green & wants to go through the ground.

Why??

 

:confused: :confused: :confused: :confused: :confused:

 

Click on More reply options button (next to the post button) and you should be able to attach a zip file

 

 

 

Ok, finally........

 

:thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Posted

Okay, took a quick look at your files and there seems to something amiss with the scaling. As an experiment, export your model and run it through Elric. Reopen Max and import a bay window from the game, say DecoMainC1x1WinBayA01Full03.nif. Now in that same file, import in your exported nif model. There appears to be a considerable difference. Threw together a quick, three panel bay window concept for illustation. Basically, a bay window that is 256 units wide, 10 units thick, and 256 units high. I set it between two walls, each being 256 units wide, 10 units thick, and 256 units high. I used five box primitives for the bay window collision components. Files attached for illustration. Hope they help.

Posted (edited)
  On 1/28/2023 at 11:06 AM, VonHelton said:

 

  On 1/28/2023 at 1:40 AM, pepperman35 said:

Could you describe the process your are using to make the collision, and process used to join it to the mesh object (i.e., the collision havock component)?

 

I make the object.

I copy the object & name it collision.

I select both & use Havok Tools with the proxy option.

I set the collision mesh to "mesh" & the obect to 60 weight.

I click the hammer tab & select collision groups.

I set the parameters to "concrete" & "static object"

Export using Gambryo.

 

In other words, I followed the video instruction to the letter.

 

:thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

 

thats exactly how i do it BUT... Ive seen errors upon exporting about reseting xform and collapsing ... So before i do the Havok part i collapse the copy...

Also note: fixing it in nifskope is a b!tch since its tied to the object you cloned... In some cases i made the collision separately and pasted it to the nif after..

Edited by greekrage
Posted (edited)

your exports were easily fixable by simply scaling the original trishape to 1 ( it was 0.3xxx)..

 

But i played with them and found that reseting xform and collapsing the original and THEN doing the process gave me this...( i obviously deleted the copy you had and cleared the rigid body modifier from the original before starting )

 

...

vjxKSR.jpg

Edited by greekrage
Posted (edited)
  On 1/30/2023 at 6:54 PM, greekrage said:

your exports were easily fixable by simply scaling the original trishape to 1 ( it was 0.3xxx)..

 

But i played with them and found that reseting xform and collapsing the original and THEN doing the process gave me this...( i obviously deleted the copy you had and cleared the rigid body modifier from the original before starting )

 

...

 

 

Ok, resizing the main object gave me a HUGE main object in the game........

 

The thread is about RESIZING the collision mesh WITHOUT affecting the object.

 

How does one make a collision object in Max WITHOUT the original mesh?

 

Same as above but without the proxy??

 

:teehee: :teehee: :teehee: :teehee:

Edited by VonHelton
Posted

Collision meshes can be a child to either their own independent root parented to a Root, or to the visible mesh, either will work. And do please remember to ALWAYS collapse any modifiers before exporting, specially XFORM ones. Make a duplicate of the whole scene so you don't lose anything.

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