YouDoNotKnowMyName Posted November 14, 2020 Share Posted November 14, 2020 Good evening everybody! As far as I understand it, when you import a NIF into 3DSMAX, the collision of the NIF does not get imported. So how can I edit the collision of a "vanilla" NIF? I don't want to completely redo the collision, I just want to slightly edit it. Link to comment Share on other sites More sharing options...
VIitS Posted November 14, 2020 Share Posted November 14, 2020 Unfortunately, you have to redo it completely. The collision can only be edited using Bethesda's 3DS Max 2013 plugin, and since there is no official import plugin, only official export, the collision data is lost when importing. Thankfully, it is fairly straight forward as long as the collision isn't too complex. Here's a quick little tutorial on how to generate collision that I have sued in the past: https://www.youtube.com/watch?v=-SssqMofI_Y. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 14, 2020 Author Share Posted November 14, 2020 I know how to create collision meshes ...I have done quite a few static meshes (and a few doors) myself, all with working collision. Well, allright, I guess I will have to remake the collision then ... I guess the same applies to UV maps of imported NIFs?Because I want to change the mesh a little bit (and adjust the UV map accordingly) without redoing the whole UV map ... Link to comment Share on other sites More sharing options...
VIitS Posted November 15, 2020 Share Posted November 15, 2020 I've never had issues with the UV maps being lost. I probably never would have released my "Repaired Red Rocket" mod if I had to redo the UV maps for that thing to match it to the vanilla templates. Link to comment Share on other sites More sharing options...
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