Ironman5000 Posted September 9, 2012 Share Posted September 9, 2012 I'm having a new problem with my havok in the CK - I am editing some exterior cells by changing the landscape and adding new objects, but for some reason when I try to havok settle some moveable objects they mostly go straight through the floor or the object settled higher than the ground :facepalm: I can't seem to find help elsewhere so i'm asking here, has anyone heard collision errors with land edits? Link to comment Share on other sites More sharing options...
clintmich Posted September 10, 2012 Share Posted September 10, 2012 I haven't actually experienced that problem with any land edits I've been doing. But a possible temporary solution could be maybe placing a collision plane under the object you are havok settling. Have it settle directly on the collision plane and your object should not fall through. If it does, there could be a problem with the new objects collision. Link to comment Share on other sites More sharing options...
Ironman5000 Posted September 11, 2012 Author Share Posted September 11, 2012 It's never happened before it's really weird, i've made new worldspaces before without issue and suddenly when I change a bit of Tamriel land and add static objects this happens :unsure: Thanks for the suggestion though I suppose it's a kind of solution, i've actually ditched that file and started anew to see if anything works better. Another havok related issue i've been having is skeleton actors remaining rigid when check the "start dead" in the reference window. I don't know if this is normal or if I missed a trick somewhere :confused: Link to comment Share on other sites More sharing options...
Ghogiel Posted September 11, 2012 Share Posted September 11, 2012 I wonder if you recalculated the LOD terrain after editing pre existing parts of the world space> I wonder that the the area you perhaps raised left the collision shape under it and objects just fall to where the old terrian was, and you get phantom collision where you lowered terrain, you are just colliding with the original terrain. I suspect that in doing so it recalculated the collision mesh as well as the LOD. Link to comment Share on other sites More sharing options...
Ironman5000 Posted September 11, 2012 Author Share Posted September 11, 2012 (edited) I'm not doing anything fancy and haven't touched any lod settings. To be clear what i'm doing, the mod I am editing is Bellyaches New Dragon Species with dogtown1 which adds dragon 'nests' to it. I have been trying to make the nest by editing the land into a small land crater which will have been dug out by the dragon, it doesn't change anything drastic except for dipping the land in the middle with raised edges. From here I add the clutter. I can still F settle objects so I would imagine collision is registering on some level? :psyduck: Edited September 11, 2012 by Ironman5000 Link to comment Share on other sites More sharing options...
Ghogiel Posted September 11, 2012 Share Posted September 11, 2012 Yeah I got that you were modifying the terrain and the collision detection is incorrect where you modified it. Do you understand what I am saying though, are the parts you lowered where the detection is above the newly made surface, and are the parts you raised the parts where objects seemingly disappear under them? if so then the landscape is still using the collision that is for the original surface, in which case I hazard a guess that will get fixed when you redo the LOD. Link to comment Share on other sites More sharing options...
Ironman5000 Posted September 11, 2012 Author Share Posted September 11, 2012 Yeah I got that you were modifying the terrain and the collision detection is incorrect where you modified it. Do you understand what I am saying though, are the parts you lowered where the detection is above the newly made surface, and are the parts you raised the parts where objects seemingly disappear under them? if so then the landscape is still using the collision that is for the original surface, in which case I hazard a guess that will get fixed when you redo the LOD.Ok I see what you mean, just tested your theory on a cliff slope and it seems like that is the main issue. I have tried to avoid LOD settings because from what I saw it takes a few programs, at least for finalising new worldspaces and I don't think doing this on the Tamriel worldspace would be good. If there is a simple CK operation that wouldn't try to generate the whole of tamriel I would be happy. Link to comment Share on other sites More sharing options...
Ghogiel Posted September 12, 2012 Share Posted September 12, 2012 http://www.truancyfactory.com/tutorials/fallout3/fallout_lod.html Just read that for a start, it's F3, but it's probably very close. Link to comment Share on other sites More sharing options...
Ironman5000 Posted September 13, 2012 Author Share Posted September 13, 2012 http://www.truancyfactory.com/tutorials/fallout3/fallout_lod.html Just read that for a start, it's F3, but it's probably very close. I already have a Skyrim-ready tutorial for new worldpace LOD generation, and it's more complicated. My issue would require editing the Tamriel worldspace LOD and I can only see a lot of problems happening if I mess with that. Thanks for the advice anyway, I think I will just leave terrain edits for now and build around it. :thumbsup: Link to comment Share on other sites More sharing options...
Recommended Posts