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Simple cube mesh


Rennn

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This is a pretty simple request, except everything I try to mesh breaks. -_-

Anyway, if someone could help me out I'd really appreciate it.

 

I need one simple mesh in the shape of a cube, set to use an invisible texture. That's it.

 

Thanks to anyone who wants to make this.

Edited by Rennn
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Also, I'm not sure what's involved in editing a mesh's lighting properties, but it shouldn't be shiny at all either. I don't want specular highlights on the invisible texture. :)
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Do you definitely need a new mesh for this? What's it for?

If it's a cube, and it's totally and utterly invisible, couldn't you use a collision cube instead?

 

Or apply the "null texture" texture set onto a copy of the lexicon cube?

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It's going to be used as a door. I need an invisible, clickable door, and auto doors don't work well enough because they're not clickable and their radii don't adjust correctly.

 

I'm planning on sticking this door/cube in a tree, and then placing another door/cube higher in the tree, so when you click on the invisible cube at the bottom it'll act as a door and put you on top of the higher invisible cube, as if you climbed the tree.

 

Where's this collision cube in BSAopt's folder structure for Skyrim?

Or where's the null texture set? :)

Edited by Rennn
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"Collision cube" won't work as a door. (It's not in a BSA, it's an option in CK - on the icon bar it's the "C" in a cube next to a "C" in a square - it just makes an invisible box that you can change the size of that nothing can pass through). That won't help you then.

 

 

 

"Null texture" - in any object:

 

- Make a copy of it in the CK and name it whatever you want (in this case start with a clickable door since that's what you want).

- Drop it in the render window where you want it, duplicate it and set up the teleport function of the doors as normal.

- Double click either of them then pick "Edit Base".

- Find where it says "Model" then click "Edit".

- (POSSIBLY CHANGE THE MODEL - SEE POST BELOW)

- In the new window, under where it says "Alternative textures" double click the top one, find "nulltextureset" in the list it shows you and hit "OK".

- Repeat the last step for every other line in "Alternative textures" and you should have a completely invisible object.

 

Just tested this in game and it is still clickable/usable if you do this to a door, but the door is completely invisible. Downside is, if you want to select it/move it in the CK you'll need to do so through the Cell View window rather than the Render window (since it will also be totally invisible in the CK. EDIT: SO IT'S ADVISABLE TO GET IT COMPLETELY SET UP, POSITIONED AND WORKING BEFORE YOU APPLY THE NULLTEXTURESET).

Edited by tetradite
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There is also a way to get an actual cube to function as a door, AND be invisible too, using basically the above method. You'd just need to:

 

- unpack a cube shaped object (e.g lexicon cube) from the BSA's first

- do what I said in the above post, BUT BEFORE you apply the nulltextureset to your new door, in that same "Model" window where you apply the nulltextureset, change the listed model to the model of the cube you've unpacked, THEN apply the nulltextureset to the alternate texture lines.

 

Hope that makes sense! :D

 

(I know these seem like lengthy workarounds, but I can't do nifs either so I find ways to bodge it instead) http://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif

 

Ugggh, this has got messy, I'll retype better and clearer later if needed.

Edited by tetradite
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