monkmidon Posted April 7, 2012 Share Posted April 7, 2012 Hi everyone :) So I am trying to figure out how to get custom collision for a mesh I made in 3ds max, and import it into the Creation Kit as a static mesh. I managed to export the mesh without collision, and have it show up in the viewport and ingame with textures working and everything, but I can’t figure out how to use the collision model as collision data. I noticed in the 3ds max .nif exporter there is a checkbox next to collision, and I tried it, but I didn’t notice it doing anything when I checked it out in nifskope. Am I even going in the right direction? Does collision for .nifs in Skyrim work like they did for Oblivion, where you would have the mesh itself, and its collision mesh on top of it, or do you actually collide with the geometry of the mesh? Thanks! Link to comment Share on other sites More sharing options...
Ghogiel Posted April 7, 2012 Share Posted April 7, 2012 (edited) works the same as oblivion. in the broad sense. You can get some collision working, but not everything will work as far as things like using Mopp... well afaik anyway. Which is the go to type for statics that a simple primitive wouldn't cover in past games. it's all scaled oddly in skyrim as well. Edited April 7, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
monkmidon Posted April 7, 2012 Author Share Posted April 7, 2012 Ahh, ok.. I was looking at some example .nifs, and I couldn't actually see the collision mesh, but it had a "bhkCollisionObject". Link to comment Share on other sites More sharing options...
Ghogiel Posted April 8, 2012 Share Posted April 8, 2012 ^ it's there. But it's that weird scale thing going on that. So it might be basically microscopic.. but it's there. Link to comment Share on other sites More sharing options...
LittleBaron Posted April 9, 2012 Share Posted April 9, 2012 Has anyone figured out what the scale should be? In my experimenting (on clutter objects, I'll admit) I found that if I just left a new collision mesh at the original size, in game the PC couldn't get anywhere near the visible mesh, as the collision was much much larger. When I look at the scale of collisions in Nifskope they seem to all have different values. What's the secret? Link to comment Share on other sites More sharing options...
Korodic Posted April 9, 2012 Share Posted April 9, 2012 yeah I was having issues regarding this as well. Link to comment Share on other sites More sharing options...
Natterforme Posted April 9, 2012 Share Posted April 9, 2012 I also dont like how items scale in the CK. If you select multiple objects, they all scale independently, instead of as a whole. This makes it impossible to scale up the size of multiple pieces simultaniously. -Natterforme Link to comment Share on other sites More sharing options...
Caithe Posted April 10, 2012 Share Posted April 10, 2012 (edited) The scale of collision box must be 10% of the original mesh. I looked a bit into it when trying to create some wall for a project I was working on.Sadly, big static object uses a different type of collision than small clutter items so my project is on hold until Niftool wizards figure it out but at least I could learn a few things. here's the tutorial for static object and collision http://www.creationkit.com/Exporting_meshes_to_Creation_Kit Edited April 10, 2012 by Caithe Link to comment Share on other sites More sharing options...
monkmidon Posted April 11, 2012 Author Share Posted April 11, 2012 The scale of collision box must be 10% of the original mesh. I looked a bit into it when trying to create some wall for a project I was working on.Sadly, big static object uses a different type of collision than small clutter items so my project is on hold until Niftool wizards figure it out but at least I could learn a few things. here's the tutorial for static object and collision http://www.creationkit.com/Exporting_meshes_to_Creation_Kit Thanks for pointing that tutorial out :). Although I guess we will just have to wait until Nifskope figures it out, because using convex shapes for static meshes like architecture isn't desirable, as far as I know. Link to comment Share on other sites More sharing options...
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