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Need suggestions on a scene [dungeon, WIP]


windexglow

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Any new meshes would, naturally, need to have proper collision settings, which may be rather different from Oblivion, and would probably take a few more months to work out.

This one I don't understand as much. I was under the impression (I have never modded oblivion) that geometry drew it's own barrier, with the option of creating a custom one. I doubt it would take months to work out unless I have to do things by hand.

The way collisions worked in Oblivion, the collision meshes were a seperate mesh placed around the visual model to provide information about the properties of each surface. While the creation of this collision mesh is not difficult, setting up all that additional information is. Oblivion was released more than 3 years ago, only recently was collision worked out well enough that new models could be made to behave like normal ones. For just basic working collisions, it took the people at niflabs a good year to get basic collision exporting working (can stand on it, but can't do much else). Even if very little has been changed about the format of collisions, it may be awhile before they have it all worked out and implemented in an exporter. The main reason why I said months, rather than years, is because much of the hard work has already been done with Oblivion. It's rather fortunate that similar engines and formatting was used for both games.

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Any new meshes would, naturally, need to have proper collision settings, which may be rather different from Oblivion, and would probably take a few more months to work out.

This one I don't understand as much. I was under the impression (I have never modded oblivion) that geometry drew it's own barrier, with the option of creating a custom one. I doubt it would take months to work out unless I have to do things by hand.

The way collisions worked in Oblivion, the collision meshes were a seperate mesh placed around the visual model to provide information about the properties of each surface. While the creation of this collision mesh is not difficult, setting up all that additional information is. Oblivion was released more than 3 years ago, only recently was collision worked out well enough that new models could be made to behave like normal ones. For just basic working collisions, it took the people at niflabs a good year to get basic collision exporting working (can stand on it, but can't do much else). Even if very little has been changed about the format of collisions, it may be awhile before they have it all worked out and implemented in an exporter. The main reason why I said months, rather than years, is because much of the hard work has already been done with Oblivion. It's rather fortunate that similar engines and formatting was used for both games.

 

Ah, so collision entities are a very special shape/piece of data? Not a simple name of _ent_CollisionCube_MiscName ?

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