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ANYONE THINK its possible to add new dismemberment partitions


AlphaWoIF

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ive not tried it yet! but i was wondering with all the modded equipment knocking around would it be possible to add your onw set of partition numbers.

take for example default skyrim bracer's that cover the whole forearm then you add short modded gloves that just cover the hands you can be left with a gap where the forearms not drawn.

I do know how to get around that by adding inserts to the gloves but there are many more adds that can create these kinds of snags.

so i had an idea about creating your own custom numbers that you could use to get around such issues by only making those parts that the modded gear clips with disappear while keeping the sections that disappear entirely from doing so ?

 

think this is possible??

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It's going to be more complicated than that because when you notice the decapitations of anyone wearing helmets they actually lose their heads physically. This is proven when a helmet-equipped head decapitation results in only the wound under the severed head rolling around, but the rest of the head is invisible until you unequip the victims helmet. And what if you were dismembering a naked person? That wouldn't work with what you've given here. The creation kid should help out a lot though! Man I'd love to chop that snitch Astrid in the Dark Brotherhood into a million pieces :hurr: Edited by amirrezasepehr
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I bet you cant just use arbitrary numbers to make new partitions. Before the system had hardcoded list of available partition body parts that you could use. Check the drop down in the BSdismemberskin modifier if you imported a mesh into max, or hover over the BSDismemberbodyPartType in nifskope to bring up a box with the list as what was used in F3.

 

Wait for the CK, the only way to know is finding out how the decapitation is setup as dismemberable, I semi expect it to be similar to F3, but I don't know if it's changed much, so in setting up the actors BodyPartData entry we might find a flag that enables dismemberment http://geck.bethsoft.com/index.php/BodyPartData

 

I guess it's possible in theory to setup something else as dismemberable. Though the issues making it anywhere complete as in F3 like might require extra body part partitions that are non existent in the engine or redesigning the whole system to stretch however many are now coded into existence in the basic system. It might be limited amount. But there are a couple that aren't but the capping of the parts that are cut off will each need a partition on each end of the dismember part, and 1 for what ever end up being allow to get cut off. So 3 per limb. And even then, the whole system might not allow for any bone chain to be cut from the body at all anyway... as soon as the CK is out someone will just try it and find out anyway.

Edited by Ghogiel
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Im not sure if I was clear or made it sound like I was talking about hacking stuff of with a sword\axe BUT what i mean is the sections on the body that get overwritten by other gear when they are equipped for example

you highlight some of the forearm polys to make a section and give it the number say 34 which means hands!! so when bracers are equipped they overwrite that section and its not rendered because they are number 34 to

its all about parts not being renderd when other parts or worn like boots cancelling out feet & calf sections .

 

because the default skyrim body mesh sections around the wrists are big sections they can all disappear when small modded gloves are equipped that dont cover the arm section leaving part of the arm not drawn.

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because the default skyrim body mesh sections around the wrists are big sections they can all disappear when small modded gloves are equipped that dont cover the arm section leaving part of the arm not drawn.

I don't think that would be an issue with the system, that would the modder not doing it right. By not adding in that extra chunk of body to the biped gloves mesh, it is them not using the system as it is designed. All armor pieces should be self contained, if you add that wrist section to your gloves mesh it should make it compatible with any armor set up in the standard way, which let's face it is probably the best way to go about it currently. The body part partition number is linked to a biped slot afaik. I don't see the sense in trying to make everything, including modded outfits( yeah not happening) fit your tiny gloves, when you can just make your one off gloves work with the system everyone is probably using.

Edited by Ghogiel
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let me clear this issue up with my exact problem.

the custom armour im adding does not work well with all the skyrim bracers & there is clipping issues where the arm polys break through them. i tried to conform the arm meshes to fit inside the bracers & was quite successful

but there are so many different kinds & some were still not happy and that meant i was not either .

So i have come up with a different approach & made it so the whole arm sections disappear when bracers are worn and created arm inserts from them to fit to. BUT!

i also have some small custom gloves im adding that only cover the hand area and when they are worn i don't want the whole arm section disappearing but just wanted the sleeves to dissapear as they clip a bit

i have tried many combinations with no luck including the one in the pic , its seems you can not have more than 2 partitions in the same poly area even if you put them on different numbers

so the example is

nothing = all displayed

bracers equipped forearms dissappear and inner arms appear.

small gloves = just the white sleeve parts disappearing.

toros 32

froearms 34

second torso 32 added to balance out the sleeves where all was selected but them.

sleeves 33.

 

http://i44.tinypic.com/a1tox.jpg

Edited by AlphaWoIF
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