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Help with Shell Impact Sounds


Doc4Holliday

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In FO3 or FNV the impact sound is referenced in the collision object as HAV_MAT (Havok Material). There's a drop down list from which you can choose the fitting one.

 

Havok Material will decide: The impact sound, the decal, the particle effect on impact, the sound when walking over, the colliding sound.

 

These are hard coded. I found 96 Havok Material which are combinations of different thing mention before.

32 of them are the most commonly used by the game.

 

Mind that that their names don't reflect the effect at all and can be misleading.

Thanks for the information. Unfortunately, I don't know the first thing about where to find such a drop-down menu. Where would I look for this setting in the nifskope window? This is what I see when I'm trying to figure out what to set the latter item to so it has the same collision sound as the former.http://i.imgur.com/EOayF7v.png

Edited by Deborah40
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Thanks, managed to do all of that, did some testing changing the value to other materials, but it makes the same impact sound for all of them. This is how it looked by default. Even though the value for that setting is the same, they make different sounds.http://i.imgur.com/OxjS3nL.png

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Found this nugget on a thread about creating a multi-material collision object:

 

The material you set in the bhkRigidBody(T) overides any setting on the lower blocks. To get multiple "Havok Materials" with a single NIF, you have to nest multiple NiNodes and create a new bhkColisionBlock for each material you use. Check to make sure that the Layer and Layer Copy entries in your bhkRigidBody(T) and the Layer setting inside Data Layers in your bhkNiTriStripShape all match. Collision sequences are one of the few places in a ".NIF" file where the exact order is essential.

".

 

 

-Dubious-

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