pepperman35 Posted January 27, 2020 Share Posted January 27, 2020 Let's say I wanted the InsBioChamber2Way01.nif to have double sided textures, how do I accomplish that using NifSkope? I selected the doubled sided flag in the shader property flags but it doesn't seem to do anything. I am obviously missing something. Thanks in advance. Link to comment Share on other sites More sharing options...
Sebo85 Posted January 28, 2020 Share Posted January 28, 2020 You have to set the double sided option on the material itself. Just use a material editor to get this done Link to comment Share on other sites More sharing options...
pepperman35 Posted January 28, 2020 Author Share Posted January 28, 2020 Thanks Sebo85 for the info, I will give that a go. Link to comment Share on other sites More sharing options...
pepperman35 Posted January 29, 2020 Author Share Posted January 29, 2020 Yes, that worked out nicely, thank you. Now I have a follow-on question, "How to I get the collision to work with the double sided texture. As it stands, I cannot walk through the wall when on the inside of the structure; however, when I am on the outside of it I can pass through the wall to the inside. I didn't readily see anything double sided related on the collision aspect inside nifskope. Link to comment Share on other sites More sharing options...
Sebo85 Posted January 29, 2020 Share Posted January 29, 2020 Well that's a point for me too at the moment. In my SVE mod I used vanilla vault structures which also only has collision in one direction. You MAY copy the existing collision block and paste'n'move it in 180° to the position you need. That works if you just have a really simple collision like a wall without floor and roof for example. Or you can create your own in 3ds Max of you are able to. Link to comment Share on other sites More sharing options...
pepperman35 Posted January 29, 2020 Author Share Posted January 29, 2020 Sadly, I suspect the collision for the InsBioChamber2Way01.nif will be a little more complex than that, and unfortunately, I do not have 3dmax. I tried blender a while back but could never get the nif import/export plug-in to work. I will have to investigate other options. Thanks for your help. Link to comment Share on other sites More sharing options...
Sebo85 Posted January 30, 2020 Share Posted January 30, 2020 I was playing with those parts too a while ago and was coming to the same issue like you.That nif plugin didn't work for me neither do I got myself 3ds Max and now I'm running out again for making collision. Not that easy I can tell :D Link to comment Share on other sites More sharing options...
pepperman35 Posted January 30, 2020 Author Share Posted January 30, 2020 I watched a vid yesterday where the author did the mod, and collision in max, exported it using the nif plugin, then used Elrich.exe tool to finish the conversion procee. It looked to be a bit of work indeed. Last night, I devised a work around. Used the vanilla mesh, set up the textures to be double sided via the material editor, then added collision planes via the Creation kit for the mod I am working on. Based on a quick bit of testing it seemed to work. I was not able to pass through the walls. Link to comment Share on other sites More sharing options...
Sebo85 Posted January 31, 2020 Share Posted January 31, 2020 Using collision from creation kit works on constructable items? Link to comment Share on other sites More sharing options...
niston Posted January 31, 2020 Share Posted January 31, 2020 Can a collision box be spawned with PlaceAtMe/PlaceAtNode? I've never tried. If so, then it can be scripted on workshop items. Nice job on the vault extensions btw! :thumbsup: Link to comment Share on other sites More sharing options...
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