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NifScope Collison


Jiddle

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I am trying to make a new type of houses, and for that I need som new statics.

So I made a new wall in 3DS MAX and exported it to NifSkope, and there I put in the "BSLightingShaderProperty" and the "BSShaderTextureSet". This is how I have made other items but I realize this isn't enough for statics: When I use my wall in-game, I can walk right through it.. :confused:

So I looked at some statics that are in the game already, and it seems like what I am missing is the "bhkCollisionObject" branch in NifSkope.

So, correct me if I'm wrong, but if I'm right, how do I make my own collision object?

 

(btw I realize that I wrote "Collision" wrong in the topic-name, but can't find a way to change it..)

Edited by Jiddle
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This is the million dollar question my friend. As of now, from what I've learned from HOURS of googling, we currently cannot create NEW collision meshes. Someone hinted that there was a workaround, but I've been unable to find it.

 

For something as simple as a wall, just find a similar object and copy over its collision block. In my case, I'm screwed, as I was bringing in a Torii, which is unlike any other object in the game. I used an 'arch,' but its half the size of my model. The good news is, I got it in game, and it DID use the collision I gave it.

 

http://media.moddb.com/images/mods/1/20/19641/StaticsInGame.jpg

 

I hope someone jumps in here and corrects me. I really need collision!

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I tried to copy the CollisionObject from another object in NifSkope, but when I added it to the CK, it just crashed..

I should also mention that when I open statics(Like a wall/floor) with collision in NifSkope, I get some errors saying something about bhkCompressedMeshShapeData and a couple of other errors.

This has to be the problem, because if I just open a static from the game, save it, and try to use it in the CK again, it crashes.

Also, if I open an object, like a weapon, in NifSkope I don't get any errors but the collision data somehow remains working, because if I change the weapons NiTriShape in the nif file to a floor etc., and open it in the CK, it looks like a floor but still only has an invisible collision object of the weapon. As far as I know this only work with weapons.

 

You say you used the collisionObject from an arch. Did you use NifSkope? Every time I open a floor in NifSkope I get these errors, so I can't do that... Do you know why?

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I used the Arch from Markarth, Mrkarch01.nif. I don't get any errors when opening it, but I've never messed with a floor. See if Mrkarch01 opens for you.

 

DID use Nifscape, and I spend a lot of time copying branches and moving them around, to the point that I'm not sure I could do it again without starting the guessing game again. (And remember kids, never drink and Mod!) I know that there are more than one types of collision. Something I had read lead me to believe that one type of collision would simply use the model it's self to make a collision mesh (or use the model as the collision mesh), but I haven't found this to be true yet.

 

If you're getting errors just opening nifs, something is seriously wrong. It might be redundant, but make sure you have the latest version of Nifscape, and or try a re-install.

 

I'll be sure to update if I learn any more, but I'm about as far away from being a pro at this as is possible.

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When I try to open the exact same arch (mrkarch01), I get this error:

 

""device position incorrect after block number 2 (bhkCompressedMeshShapeData) at 0x312 ended at 0x312 (expected 0xeb8)""

""device position incorrect after block number 3 (bhkCompressedMeshShape) at 0xeb8 ended at 0xeb8 (expected 0xef0)""

""device position incorrect after block number 4 (bhkMoppBvTreeShape) at 0xef0 ended at 0x1510 (expected 0x1511)""

 

This is the same error I get with all the other static objects with collision.

 

What version of NifSkope do you have? Go to Help>About NifSkope. Mine says NifSkope 1.0.22, maybe I have an old version?

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Ah, you were right! NifSkope 1.10RC5 was released only to fix some skyrim issues, and I still had 1.0.22

Thank you :)

 

I'll be sure to post it if I get some progress in trying to make my own collision object!

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Ah, you were right! NifSkope 1.10RC5 was released only to fix some skyrim issues, and I still had 1.0.22

Thank you :)

 

I'll be sure to post it if I get some progress in trying to make my own collision object!

best way is to test a box like i did

 

do a box in 3dsmax

export it as a nif, make sure u got vertex colors click, export

 

now in nifskop open your mesh u made

then open a new window

then open a skyrim mesh that fits your mesh with how many mesh u got in your mesh

ex. i got a mesh i made it got a roof and a building, that would be 2 mesh, most will have 1 texture per mesh

on your model u made, look for nitrishape data, then click block, then copy

go to your skyrim mesh then look for nitrishape data then click block, then paste over, it will replace your skyrim mesh

 

i had a building that had 4 meshes into it, i took skyrim tower, it had 6 nitrishape, but only needed 4 , so i

click block removed branch for the meshes i didn`t want in my mesh, simple, then export it as a new name

make sure u got vertex color as yes , most times it is set to no, u will have black textures, also just add collision in ck for now , there are 3 types of collisions to use

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