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Making a new collision for an object with 3DS Max


mouzerball1000

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Hello,

 

I've been making a few custom meshes for Fallout New Vegas, and I'm stuck at getting a collision working. No model has a collision close enough for me to just copy over, so I need to make a custom one. Problem is, everything I've tried so far crashes the GECK when I load the model. It's definitely the collision, as deleting the node in Nifskope causes it to load up the model fine.

 

My process I tried was creating a bhkCollObj in 3ds max 2017, adding a clone of my mesh to the list of collision objects, going to edit shape -> convex shape, to make it a bit simpler. I export the file making sure collision is checked.

 

I open the vanilla model I based mine on, copy my NiTriStripsData straight over the vanilla's. Set the texture paths.

 

For collision, I delete the entire branch of the bhkCollisionObject from the vanilla model. Copy the string name of the root BSFadeNode and paste the name into the name of my exported model's BSFadeNode, copy the bhkCollisionObject tree from my model and paste it into the vanilla model. Click on the root BSFadeNode of the vanilla model, change the Collision Object entry to the number of my pasted in collision. My collision object now is parented by the root BSFadeNode.

 

I save it, and move it into the FNV meshes folder and try loading it up into the GECK. Crash. Open it, delete that bhkCollisionObject and save. Loads in the GECK fine.

 

So what's the proper way to do this?

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