niston Posted February 11, 2021 Share Posted February 11, 2021 On the subject of reverse engineering file formats, and software in general, there is the interoperability provision in the DMCA: According to Section 103(f) of the Digital Millennium Copyright Act (17 U.S.C. § 1201 (f)), a person in legal possession of a program may reverse-engineer and circumvent its protection if that is necessary to achieve "interoperability," a term that broadly covers other devices and programs that can interact with it, make use of it, and to use and transfer data to and from it in useful ways. A limited exemption exists that allows the knowledge thus gained to be shared and used for interoperability purposes. Link to comment Share on other sites More sharing options...
drmabuse1981 Posted April 18, 2021 Share Posted April 18, 2021 Sadly nothing works with the Nifskope and Elric method, Elric always crashes when i try to optimize the meshes... Link to comment Share on other sites More sharing options...
GrimGrim31 Posted April 18, 2021 Share Posted April 18, 2021 This is all very interesting. I have been using NifSkope to copy/paste collision from similar objects in the base game for my new objects. Should I be running Elric on them after I finish editing them in NifSkope? Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 19, 2021 Share Posted April 19, 2021 (edited) Sadly nothing works with the Nifskope and Elric method, Elric always crashes when i try to optimize the meshes... Same here.No matter what i try, when I add the havok data as described, elric(h) will crash as soon as I load the file for processing. (& its fine without)Tried a few things , but nothing works so far. (i did notice my collision mesh is 10x smaller as it should, using the import .obj method... but that's another 'problem') Anybody any ideas? edit:woops, wrong quote. Edited April 19, 2021 by RoNin1971 Link to comment Share on other sites More sharing options...
DocClox Posted April 19, 2021 Share Posted April 19, 2021 (edited) Actually there are two approaches to create a colission mesh. First, you can create a collision "inline".Do these need anything special to enable this? I have Nifskope 2.0 Dev 7 (revision 2dad25d) but I don't see a "Havok" / "Create Convex Shape" entry on the BSTriShape right click menu, and the File->Import menu is greyed out whenever I have a model loaded. [edit] There is a credit to Qhull in the about dialogue, which sounds collision-relevant. I just don't seem to have the UI entries. Edited April 19, 2021 by DocClox Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 19, 2021 Share Posted April 19, 2021 Actually there are two approaches to create a colission mesh. First, you can create a collision "inline".Do these need anything special to enable this? I have Nifskope 2.0 Dev 7 (revision 2dad25d) but I don't see a "Havok" / "Create Convex Shape" entry on the BSTriShape right click menu, and the File->Import menu is greyed out whenever I have a model loaded. [edit] There is a credit to Qhull in the about dialogue, which sounds collision-relevant. I just don't seem to have the UI entries. You need Dev 8 for this. But still... elric will just CTD Link to comment Share on other sites More sharing options...
DocClox Posted April 19, 2021 Share Posted April 19, 2021 Actually there are two approaches to create a colission mesh. First, you can create a collision "inline".Do these need anything special to enable this? I have Nifskope 2.0 Dev 7 (revision 2dad25d) but I don't see a "Havok" / "Create Convex Shape" entry on the BSTriShape right click menu, and the File->Import menu is greyed out whenever I have a model loaded. [edit] There is a credit to Qhull in the about dialogue, which sounds collision-relevant. I just don't seem to have the UI entries. You need Dev 8 for this. But still... elric will just CTD Wow. That was hidden away. Pre-release I suppose. I would have sworn I had the latest version. It'll be interesting to try it out. If all else fails, there's always the old standby of stacking cinder blocks into SCOLs, then exporting the nif and copying the collision from there. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 19, 2021 Share Posted April 19, 2021 Or just use 3DSMAX 2013 with the nif plugins.With that you can actually create the collision meshes how you want them ... Link to comment Share on other sites More sharing options...
South8028 Posted June 3, 2021 Share Posted June 3, 2021 no idea how 3d max can be outdated if its only task is to create game meshes and game animations. 2013 max copes with this task in the same way as 2021, but unlike it, there are plugins for it that allow you to do absolutely everything except import nif. I think the people who came from Skyrim have created only confusion with their unofficial instruments. Through their efforts, the entire educational base for fo4 is focused not on a universal official tool, but on all sorts of nifscopes, niftools and similar wheelchairs. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted June 3, 2021 Share Posted June 3, 2021 no idea how 3d max can be outdated if its only task is to create game meshes and game animations. 2013 max copes with this task in the same way as 2021, but unlike it, there are plugins for it that allow you to do absolutely everything except import nif. I think the people who came from Skyrim have created only confusion with their unofficial instruments. Through their efforts, the entire educational base for fo4 is focused not on a universal official tool, but on all sorts of nifscopes, niftools and similar wheelchairs.Amen!When I was still doing skyrim stuff (converting meshes intended for TES Oblivion to skyrim, just for personal use of cours) I used a software called NifUtils (or something like that).But Skyrim and Fallout 4 are different in the way that the nif files work. And materials! And animations! So the best thing for a modder with skyrim-experience is to forget all of the details about how things work and "start from 0" with Fallout 4.That's what I did. Link to comment Share on other sites More sharing options...
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