Jump to content

Add workshop connect/snap point on top of a shack floor


BlahBlahDEEBlahBlah

Recommended Posts

Your angles are wrong.. Don't put snap points rotated around anything but Z. Rotations on X and Y are funky, and usually tend to be more fluid rather than snap-in-place as the ones on Z.

 

So to solve your thing, bottom would have a rotation of 0,0,0 and top would be 0,0,180. Or anything similar.

Link to comment
Share on other sites

I think I give up for now.

 

Thanks, both of you. =)

 

Little backstory has to do with the thread about invisible floors, and it actually aoundes kinda nice for secret walkways in my mod, so I thought I'd might move forward with it. Could do it several ways anyhow, and definitely without snap points. ;-)

 

Anywho...some other time. I've got a pretty pink princess castle I should be spending time on instead (though pink castle walls is about as far as I'll get probably).

Link to comment
Share on other sites

You should test your meshes in game :)

Yeah, they work fine...now.

 

Chain of events:

Did lots of snap point work.

Creation Test.

Play Test.

More work.

Creation kit test.

Play test.

Repeat that process a few times, making adjustments and a few extra play tests on the end.

....go test why my army men all want to congregate by the edge and jump off the table in the cellar (restarting several times) for a couple hours.

Come back to creation kit to see if I hit the wrong nif (nope, still blahblah#3 ) and don't even save the ESP again.

Play test and they work fine...

 

Totally happens with material files once in a while for me too. Go to bed with purple textures, wake up with beautiful ones (well, not beautiful...blowing anything up any thing this big is going to be blurry...maybe someone wants to lend a hand with that? Heh).

 

Does that not happen to other people?

Link to comment
Share on other sites

  • 3 weeks later...
  • 3 weeks later...

Coming back to this for a second.

 

Anyone have a max snap points count?

I seem to have hit a wall at 25 on an object (the only one requiring any more than 25 so far). I see a post from Ethreon stating had 65 before. A few posts by others stating they maxed out at ~50.

 

I wonder if it's based on some other variable other than "This object can have"? Maybe based on model complexity, such as tri count, etc along those lines?

Kinda fooling with actor values now and taking a semi-minimalist approach to snap-points hoping I can work out an alternative way to achieve what I'd like, but still curious.

 

Edit: I should add that after placement, all my intended snap points worked fine (at least as many as I tried, think Inhad ~64), it's only during placement that they all fail if I go over 25.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...