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CK-Created mesh: how to disable physics?


pra

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I used the CK to create a custom nif mesh. I mostly did what this tutorial says, but I wanted to make a workbench, instead of a Simsett building.

 

tl;dr when I build the thing, it suddenly falls halfway through the floor:

 

https://steamuserimages-a.akamaihd.net/ugc/879755206056206273/5033C2AE57827AF16E5D9501A595FDF22BE18B8E/

https://steamuserimages-a.akamaihd.net/ugc/879755206056207261/0DD89B897C5EC6F942F4503CA61D9CB5CED74714/

 

I tried attaching the nif here, but this doesn't seem to work...

Edited by pra
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I kinda fixed it. It seems that if you use any "physical" mesh in your SCOL, it infects the whole thing.

That means, if you make a static which uses an item's mesh, use that to create an SCOL and then use the NIF this process generated, it will be "physical".

 

So what I did was making a second SCOL, without any of the items, in this case, just the table, the terminal and the scanner thingy. Then I copied over the item TriShapes from the first attempt.

 

It's not perfect, but close enough.

Edited by pra
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I think but could be wrong when generating SCOL's they get their Physics mostly from the first object you select. At least in terms of there center point. I do a lot of SCOL building temples for my mod and If I don't sect the building first When I go to find and replace another biding I've placed they are way off position.

 

You may also want to play around with that. I'm not 100% on this but it does feel like it to me.

 

Edit there is also a marker used in Load Screen SCOL's that force a center point. I'm not sure if it would work on other SCOL's The load screen ones are different and don't get a physics block.

 

worth a shot though.

 

edit #2 another thing i've done if you know my mod at all was for my Mad Bombers Workshops was to create a load screen SCOL then use nifscope to steal the collision and animation from the Chemistry station but, that's the model they were based off of.

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Physics is build from all objects in a SCOL. You may use F4 to check the collision mesh for SCOLs too.

The last added object determines the origin (the 0, 0, 0 point). There is a static object called StaticCollectionPivotDummy. It is a marker and will not be visible in the final SCOL. If you add this marker as the last object it will give the 0.0.0 point (nearly) where you want it to be.

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I knew that with the last static being the origin, but thanks for the F4 tip. There, you actually see the difference: regular, static meshes have red collision outlines, while "physical" ones are blue.

 

What do you mean by "load screen SCOL"? How are they different from regular SCOLs?

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I knew that with the last static being the origin, but thanks for the F4 tip. There, you actually see the difference: regular, static meshes have red collision outlines, while "physical" ones are blue.

 

Now things are more clear. I didn't get what you meant with "disable physics"

You may try to attach an already existing script to your object. It's named DefaultDisableHavokOnLoad. This script makes physics/havok-enabled objects to behave like static objects. Though, i never tested it on mixed ("red" and "blue") objects.

As suggested by chucksteel, you can also replace the collision with one copied from another object. (Edith: I see, you already did that too :-D ) Otherwise i do not know a way to remove physics.

Edited by deadbeeftffn
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Yeah, I didn't really know how to describe the problem. But yes, I was basically trying to ask how to turn a "blue" mesh into a "red" one.

I suspect the "color" is encoded in the actual collision data somewhere, and there doesn't seem to be any way user-friendly way to edit that.

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