AuroraLily Posted February 20, 2012 Share Posted February 20, 2012 I'm working on some meshes to make statues of the vanilla oblivion creatures and races. I've got the static meshes of my statues and used 2 different methods to create a collision mesh for them but came up with exactly the same result. Technically it worked - i created a statue of an imp and an imperial that you can't walk through. My problem is that in game if you get too close to the statues oblivion slows to a crawl and in the case of the imperial completely stops responding. The methods I used for creating the collision meshes were:1. Following the adding collision model tutorial on the construction set wiki.2. Made a no material/texture copy of the statue, and used blender to turn it into a collision mesh. I tried to optimise the meshes using gmax but it crashed as soon as i tried to export it. I'm going to do a clean install of all the programs I used as I noticed when typing this thread that some of my versions are newer to those suggested for use on vista (which I believe is advised againt) My question is - how do I optimise the collision meshes so they don't cripple my game? Aurora x Link to comment Share on other sites More sharing options...
Lanceor Posted February 21, 2012 Share Posted February 21, 2012 I'm no modeler and I don't even know how to use Blender, but a trick that works for me is to use NifSkope. If the mesh has only one NiTriStrips branch, you can click on the mesh, click on Havok > Create Convex Shape and adjust the roundoff to the largest number that more or less represents the mesh. I'm sure a Blender user will come along and suggest a more elegant solution though. :) Link to comment Share on other sites More sharing options...
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