Stemin Posted April 27, 2012 Share Posted April 27, 2012 (edited) I don't expect anyone to go into great detail as I'm not looking to do anything like this right away, nor am I requesting any mods, but I'm curious about two things and I don't really want to learn the whole process yet. 1. Is it possible to get a two handed weapon to behave like a one handed weapon with just the ck kit, or would you have to edit the .nif as well? 2. How does scaling work? Is the object scaled in the game or in the rendering program? The .nif? I'm pretty sure I remember reading there's console commands that do this. I was wondering if you could change something in the CK. Thank you. Edited April 27, 2012 by Stemin Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 27, 2012 Share Posted April 27, 2012 1) Yes, its quite easy, its just about switching things in the main object window once you open the ref tab of the weapon you want to change.2) Both in the rendering and in the game, nop, the nif stay the same, that is why a scaling that is "too much higher than it should" creates problem with collision geometry (feet go under the rocks). For changing the size of the stuff with the CK you just need to select the object (example, RockL01) and put it in the render window where you want it to be, than press the button "S" of your keyboard and keep on pushing it while moving the mouse up and down. WHen you have found the right size, just stop pushing "S". That RockL01 that you have changed will show ingame with the size you gave it with your mod, and NOT, changing the size of a rock reference in the render window doesnt change ALL the references of that Rock type. Hope I Helped you ! :) Link to comment Share on other sites More sharing options...
Stemin Posted April 27, 2012 Author Share Posted April 27, 2012 Hope I Helped you ! :) Yes, thank you. I'm still a little unsure about the size thing... scaling has been something I've always wondered about. I read about someone creating a weapon or importing something from another game and I always wondered how they were able to get it to scale properly. I have a copy of 3d studio max 2012, but I haven't gotten to do anything with it. I have done some basic rendering in autocad as it pertains to my job a bit and I was always frustrated with the scaling options. IIRC I could scale based on a percentage, but I could never say pick this line and say ok.. instead of this line being 1", make it 1/2" and scale the rest of the drawing. I'd be interested in learning how this works with rendering since I suppose you technically wouldn't need to use actual dimensions like you would in a construction or engineering drawing. Maybe there was a way, but autocad has grown so much it's hard just to remember how to navigate the menus. I would like to get into some 3d rendering at some point, but I need an environment where I can sit down and learn the stuff and I don't have that right now. My laptop isn't powerful enough to run those types of programs and my gaming pc is hooked up the my 46" hdtv. Would you be willing to expand on the collision thing? Do you create a separate mesh to use as a collision profile or how does that work? Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 27, 2012 Share Posted April 27, 2012 Personally, as I am not a 3d artist (learning a few things btw) I cannot give you things for sure while they might be not. I am currently starting to learn ZBrush (software 3d) cause It is said to be one of the best and easiest by the POV of someone that takes an already done mesh and try to modify it slightly! Anyway, about the collision. It's harder to say than to actually comprehend, lol. Let's put an example. You as your character walk on a mountain trim so as you walk straight ahead you check your character feets and you see that they are very attached to the ground as they should be (our chars can't float as we cant, right? XD). The collision problem about re-sizing comes up when you change the size of one thing that has his own collision geometry so that the game try to put a collision to the object in question (again with the trim example) but it feels like the item has been re-sized to 2.5 from 1.0 (which is the basic size) but the game recognize the collision of, let's say, 1.8, meaning that your character feet are going to go UNDER the trim and not ON the trim as it should be. Changing the collision of a mesh is not something I can explain because I dont know how to do it myself! Again, hope I helped. Link to comment Share on other sites More sharing options...
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