falconcool Posted March 4, 2012 Share Posted March 4, 2012 Hi,all.I'm considering to build a new small town,but the meshes inside the vanilla data can not meet my need.For example,I want to build a new nice brick wall.I used 3dsmax to create a normal nif mesh without problem,but i noticed there are some collision data inside the vanilla static mesh nif which contains collision information.So,,what should i do to make this new brick wall working in game?I have 2 options for now,,1st. copy the collision branch via nifskope2nd.. import new wall obj mesh into existing vanilla data with collision data.then replace the original mesh node.here is a screen of vanilla static mesh with collsion nodes,all expandedhttp://i.imgur.com/fyWpw.jpg some of the collision data inside the nifskope(version 1.10 rc6 still remain unknown).I really don't know how to do next.Which is the correct way? Thank you~ Link to comment Share on other sites More sharing options...
mjy Posted March 4, 2012 Share Posted March 4, 2012 Hi,all.I'm considering to build a new small town,but the meshes inside the vanilla data can not meet my need.For example,I want to build a new nice brick wall.I used 3dsmax to create a normal nif mesh without problem,but i noticed there are some collision data inside the vanilla static mesh nif which contains collision information.So,,what should i do to make this new brick wall working in game?I have 2 options for now,,1st. copy the collision branch via nifskope2nd.. import new wall obj mesh into existing vanilla data with collision data.then replace the original mesh node.here is a screen of vanilla static mesh with collsion nodes,all expandedhttp://i.imgur.com/fyWpw.jpg some of the collision data inside the nifskope(version 1.10 rc6 still remain unknown).I really don't know how to do next.Which is the correct way? Thank you~do it in 3dsmax , export it as a nif , then open an item in skyrim vanila to match yours, if u got a 2 mesh part in your item, u will need to find 2 nitrtishape data for each mesh u want to add in, i delete the collision most times, as it won`t fit, or find the exact collision, myself i just add collision from the ck, easierfrom the item u made copy the nitrishape data to the skyrim nitrishape data, make sure u got vertex color set to yes for all your nitrishape data, add the textures to it , then done,simple way i think Link to comment Share on other sites More sharing options...
falconcool Posted March 4, 2012 Author Share Posted March 4, 2012 do it in 3dsmax , export it as a nif , then open an item in skyrim vanila to match yours, if u got a 2 mesh part in your item, u will need to find 2 nitrtishape data for each mesh u want to add in, i delete the collision most times, as it won`t fit, or find the exact collision, myself i just add collision from the ck, easierfrom the item u made copy the nitrishape data to the skyrim nitrishape data, make sure u got vertex color set to yes for all your nitrishape data, add the textures to it , then done,simple way i think Thank you for replying .I'm adding walls and floors primary,,So i'm afraid if i delete the collision nodes the objects will go through the wall or floor.I saw the collision check box in C/K,it's nvmesh related,You meant we can delete all the collision data in the nifskpe and just check it's collision object in c/k?like this picture.http://i.imgur.com/1biOD.jpg Link to comment Share on other sites More sharing options...
mjy Posted March 5, 2012 Share Posted March 5, 2012 no, just export a mesh, then in nifskop u don`t add collision, just add it with the ckthere are collision meshes u can drop in the ck to replace missing collision, its easier thast way for now, i did my full castle with it Link to comment Share on other sites More sharing options...
falconcool Posted March 5, 2012 Author Share Posted March 5, 2012 (edited) no, just export a mesh, then in nifskop u don`t add collision, just add it with the ckthere are collision meshes u can drop in the ck to replace missing collision, its easier thast way for now, i did my full castle with it okay,, I can add a clean nif mesh,,for example,,2 connected triangles with 4 vertices(the most simple shape,of couse it's not my desired result),it represents the new brick wall i want to add.I name this new wall as "mywall",of course i added correct textures.In the CK,I choose Static>Archtecture>Shack kit>ShackBrokeWall01 as template ,,as showed in this picture.http://i.imgur.com/wMitl.jpg Is this correct collision mesh you said?then how CK add missing collision data into my clean nif?Just drop mywall first into the render window ,,then what's the next step to add ShackBrokeWall01's collision data?or,,you just meant add a collision mesh behind my customized mesh and make collision one covered by mywall and invisible? Edited March 5, 2012 by falconcool Link to comment Share on other sites More sharing options...
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