fallout4aki100 Posted January 4, 2017 Posted January 4, 2017 (edited) In my build Autodesk_3ds_Max_2013_EFGKJS_Win_64bit no functions Collision Group ? Watch this video please start 1 minute 26 seconds. Where can I get Collision Group ? Another version or mod ? Or do you suggest another way for Exporting Models in Creation Kit for the construction of buildings. Or do you have a link to 3ds_Max_2013 with Collision Group ? Or better give a link to other ways of adding models . THANK YOU. Edited January 4, 2017 by fallout4aki100
ablindm4n Posted January 4, 2017 Posted January 4, 2017 You need to install the exporter plugin for Max 2013. If you have downloaded the Creation Kit, go to your "Fallout 4\Tools\NIF_Exporter" folder and follow the readme in there.
fallout4aki100 Posted January 4, 2017 Author Posted January 4, 2017 help me ? BGS_Fallout4Exporter-Create a BSLightingFX material (select the 'Standard' button and choose it from the material type list).-Select the 'Settings' button (will likely be in the center of the UI).-Select the 'Data:' button. Navigate to a directory named "Data" you want to use for DDS textures.WHERE 'Settings' button 'Data:' buttonthank you
fallout4aki100 Posted January 4, 2017 Author Posted January 4, 2017 (edited) 1.33 in my default material empty there is nothing ???????? https://drive.google.com/file/d/0B-0NYwWpvyLoaEN3WXUweloyVG8/view?usp=sharing I do everything like in the video above ,even the name of the objects .maybe I need some sort of plugin ? look at the screenshots. my first , his second with the video.a different window. https://drive.google...iew?usp=sharing https://drive.google...iew?usp=sharing Edited January 4, 2017 by fallout4aki100
ablindm4n Posted January 5, 2017 Posted January 5, 2017 The different window is just because his object is an editable poly and yours is a standard primitive. You should usually have one editable poly (the object you want to export), and one standard primitive that is the collision mesh (you may need more than one for complex collision meshes, but not in this case). You need to apply the BSLightingFX material to the object you want to export only, the collision mesh does not need any material. Then group the two objects together so that the collision mesh is a child of the object you want to export. Then with both selected, go to the Havok Tools at the top and 'Create Rigid Body from Proxies'. This will add a 'Rigid Body' modifier to the object you want to export, here you set your weight and other options. Then you select ONLY your collision mesh (you have both selected in your screenshot) and then you can add the 'Collision Group' settings that you want.
Trosski Posted January 5, 2017 Posted January 5, 2017 1.33 in my default material empty there is nothing ????????https://drive.google.com/file/d/0B-0NYwWpvyLoaEN3WXUweloyVG8/view?usp=sharing You have to create your Physics first.otherwise, yes... your default materials will be empty.
SalamanderX1000 Posted March 29, 2020 Posted March 29, 2020 Hi. Please, could you tell/show once again how to create Physics first, to have materials in collision group. Because link to that educational picture is dead. Thank you)
pepperman35 Posted March 29, 2020 Posted March 29, 2020 You might give this video a watch. kinggath describes the tools required. https://www.youtube.com/watch?v=Vjpy8mA7SkU&list=PL2g2oK5KhZT0WUOw0Y_8HFudZbgfmcdEl&index=22
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