wizardmirth Posted December 31, 2012 Share Posted December 31, 2012 I was wondering if anyone would be willing to generate simple collision for me on a vanilla mesh. This is for an amibtious mod I am releasing soon. All I need is basic collision so creatures and objects do not walk through the walls or fall through the floor. I could learn to do it myself but really do not wish to spend the time for one task I will never need to repeat. Extra collison for arrows and the like would be nice but not necessary if it is a big deal. And if someone else already has the knowledge and means to do so with little fuss then please help. You will be properly credited in the readme and have my eternal thanks. It's the 'RF1xCastleTop' static. Right now I'm using a bunch of meticulously placed collision boxes of varying sizes but would rather not, especially since this mesh is circular. Link to comment Share on other sites More sharing options...
phoneyLogic Posted January 7, 2013 Share Posted January 7, 2013 (edited) Did the collusion. Once again in Nifscope compared to the vanilla mesh. Edited January 7, 2013 by tortured Tomato Link to comment Share on other sites More sharing options...
wizardmirth Posted February 2, 2013 Author Share Posted February 2, 2013 Just saw the above post now but did already talk with you in PM already. Really, thanks again so much. Someone suggested I need to "Pyffi" the meshes. That's a new one on me and I did download the program and plan to do so on next update for this mod. Otherwise it should be fully playable and have not seen any bug reports yet. For anyone interested please try it out (it's a quests, companions, and homes mod with a puzzle dungeon and tomb at the end) here. Link to comment Share on other sites More sharing options...
phoneyLogic Posted February 6, 2013 Share Posted February 6, 2013 (edited) Jep, didn't Pyffi it, but I cought up. :D You can use this toasted version if you like:http://www.file-upload.net/download-7168704/rf1xcastletop.7z.html I didn't test it yet, since Oblivion is not installed currently due to a complete system re-setup.If anyone wants to test the mesh, feel free to do so. It goes into ... onlivion\data\Meshes\Dungeons\FortRuins\Castle\Exterior\ Thanks :smile: Edited February 6, 2013 by tortured Tomato Link to comment Share on other sites More sharing options...
wizardmirth Posted February 6, 2013 Author Share Posted February 6, 2013 In addition to some other updates this file will be auto-cleaned and pyffied in the next release. Yeah amazing program with the bat file wrapper and in/out folders. I ran my meshes from another mod through it and it shaved like 5 mbs off the total file size! Nice. :thumbsup: Link to comment Share on other sites More sharing options...
phoneyLogic Posted February 6, 2013 Share Posted February 6, 2013 I just used the "Optimize with PyFFi" option. - Is there more to do with Oblivion meshes? I'm not really familiar with modding Oblivion. Link to comment Share on other sites More sharing options...
wizardmirth Posted February 7, 2013 Author Share Posted February 7, 2013 This is what I used to get the .bat file and folders option. I don't think there is anything additional required for this game. Link to comment Share on other sites More sharing options...
phoneyLogic Posted February 7, 2013 Share Posted February 7, 2013 Thanks for the link :thumbsup: As far as I understood it expands PyFFi's optimazion function to whole folders and archives. Link to comment Share on other sites More sharing options...
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