DocMoebius Posted April 20, 2020 Share Posted April 20, 2020 I'm creating some custom windows at the moment for my worldspace mod to make it more unique. I just threw together a few meshes in nifskope, rotated a few things and did a few material swaps and UV map adjustments. The only problem is that I've no clue how to rotate the collision. What I did so far in most cases is that I simply copied the collision of the largebrickwall and used it for all windows that have no holes - which works fine. However, I also need some "full versions" of some windows to be able to create ruins and interiors. The only problem is that I've no clue how I can get the proper collision. I think I would need to own 3DSmax or another program to edit a nif's collision, right? Unfortunately, I don't own 3DSmax. Could someone maybe tell me if there is a simple way to add collision or be super kind and do the collision(for 5 simple rotated meshes) for me? That would really help me immensely. Link to comment Share on other sites More sharing options...
DieFeM Posted April 20, 2020 Share Posted April 20, 2020 I've read somewhere that if you create a child ninode, and move the collision to it, by using transform on the ninode the collision can be rotated, but unfortunately it never worked for me.On the other hand, if you start over again in the CK, if you do it in the render window you are allowed to scale and rotate, then you only need to create a static collection and then you can export the mesh (nif) from this static collection, it will create a proper combined collision. Link to comment Share on other sites More sharing options...
DocMoebius Posted April 20, 2020 Author Share Posted April 20, 2020 (edited) I've read somewhere that if you create a child ninode, and move the collision to it, by using transform on the ninode the collision can be rotated, but unfortunately it never worked for me.On the other hand, if you start over again in the CK, if you do it in the render window you are allowed to scale and rotate, then you only need to create a static collection and then you can export the mesh (nif) from this static collection, it will create a proper combined collisi I always thought about creating nifs for SCOLs and then creating new statics with those nifs but the bethesda modding tutorial that I watched stated that those new statics couldn't be used in new SCOLs then. I don't know if I missed a part there? Is it enough to just open up the SCOL nif with nifskope and save it again or what? Your idea sounds good in theory and I should be able to use it, if I can reuse the new nifs in new SCOLs, for some of my windows but the problem is that other windows kinda use new geometry because I deleted certain meshes they initially consisted of. E.g the two windows that you see in the middle in the foreground are just the "wall part" of the windows that you see on the left in the background, so I wouldn't be able to use the initial collision. Edited April 20, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
DocMoebius Posted April 21, 2020 Author Share Posted April 21, 2020 (edited) Alright, here are the files of 5 windows which still have the incorrect collision attached to them. Edited April 21, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
DieFeM Posted April 21, 2020 Share Posted April 21, 2020 Alright, here are the files of 5 windows which still have the incorrect collision attached to them. By looking at a nif exported from a static collection I've been able to create the necessary hierarchy for the collision object so it can be transformed and I've been able to adjust it while I had it open in the CK. Link to comment Share on other sites More sharing options...
DocMoebius Posted April 21, 2020 Author Share Posted April 21, 2020 I tried the SCOL way a few hours ago(without your knowledge and skills) and it wasn't working for me because the collision was like 1 meter away from where it actually was supposed to be, because I had to transform the SCOL window back into place so that it aligns with a normal decokitwall. I actually only uploaded the files because Icestorm wanted to add collision for me in 3dsmax later on. So, it's funny that you found a way to do it with just nifskope and the CK for win07. I'm definitely thankful because this way I might be able to produce some other stuff on my own. In the end new collision is needed for the other ones though, since I removed the broken window meshes from the walls and I think they still have their old collision. So how did you actually do this? Link to comment Share on other sites More sharing options...
DieFeM Posted April 21, 2020 Share Posted April 21, 2020 (edited) So how did you actually do this? In first place I put it somewhere in the Data\Meshes folder, so it can be open with the CK, and I open it in both nifskope and the CK at same time.In the CK press F4 to load the collision in the preview window.And press the "Reset" button each time you do changes in nifskope so you can check your translations/rotations of the collision. To be able to rotate/translate the collision you need to:1. Right click on the bhkNPCollisionObject, then Node->Attach Parent Node [NiNode]. It will put the node outside of the main hierarchy, so you need to move the node that contains the collision (the one you just created) as child of the main ninode.2. The way I move it is copying, so you need to right click on the ninode that contains the collision, block->copy branch, and paste it in the main ninode, right click on the main ninode and block->paste branch, at this point you have 2 collision ninodes, so you can remove the one that is not inside of the main ninode (Block->Remove Branch).3. Click on the ninode that contains the collision, in the Block Details section, you'll see it has the collision as children, that is wrong, it should be in the "Collision Object", so you need to do a couple of changes. Note that it has a number, for example: 9 [bhkNPCollisionObject], double click on the value of the Collision Object field, and enter the number of the collision object, once you push enter it will show Collision Object: 9 [bhkNPCollisionObject] (or whatever index your collision object have), then you need to clear the children list, just double click the value children, and remove the number, leave it blank, and save, this will clear the children, and you are done.4. Now you only need to use the Translation and rotation of the ninode that contains the collision to adjust it while you check the CK preview. Edited April 21, 2020 by DieFeM Link to comment Share on other sites More sharing options...
DocMoebius Posted April 21, 2020 Author Share Posted April 21, 2020 Thanks, I'm def gonna try that out next time. That should really help me to mash together some cool stuff for the world space. Link to comment Share on other sites More sharing options...
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