SpeedyB64 Posted February 3, 2009 Author Share Posted February 3, 2009 Tx took them down (he got himself kicked from the site) They where not directly related to this anyway. Link to comment Share on other sites More sharing options...
low8all Posted February 3, 2009 Share Posted February 3, 2009 Tx took them down (he got himself kicked from the site) They where not directly related to this anyway. Okei dokei, thanks. Link to comment Share on other sites More sharing options...
Conomium Posted February 21, 2009 Share Posted February 21, 2009 I made my mesh and i exported it... but when i open it up in Nifskope all i see is a grey box... What am i doin wrong????? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 22, 2009 Author Share Posted February 22, 2009 Could you post a screen shot? I've never gotten a gray box, I have gotten nothing and lots of errors but not just a box. Link to comment Share on other sites More sharing options...
Conomium Posted February 22, 2009 Share Posted February 22, 2009 Ok i figured out how to make it the model itself. but now i cant seem to get the collision to work at all. I've read every tutorial...and thats not an exaggeration. Do you know how i can get my model to have working collisions. I did everything in this video! Then i did these things... 1. Opened my exported mesh in Nifskope 2. Opened another mesh in Nifskope (I chose C:\Program Files\Bethesda Softworks\Fallout 3\Data\Meshes\landscape\trees\treedead01 3.I copied the Nitristripsdata from my created mesh. 4.I pasted it over the treedead01's nitristrips data. 5.I put it in the G.E.C.K. 6. I load up fallout. 7. I go up to my mesh and i walk straight through it. :wallbash: Please help. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 22, 2009 Author Share Posted February 22, 2009 Did you copy the collision mesh over too? The object and the collision are two separate meshes and have to both be copied over. Link to comment Share on other sites More sharing options...
Conomium Posted February 22, 2009 Share Posted February 22, 2009 so do i copy branch or just copy? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 23, 2009 Author Share Posted February 23, 2009 You need to copy branch the BhkRigidBody to the other nif and select the BhkCollisionObject and in block details and change the Body to the one you copied in and delete the old one. If you used the oblivion exporter you will have to look at how the fallout one is structured and how all the settings (like friction, max linear velocity, etc.) are set up. Fallout likes to use packed strips shapes for static objects these so try to export your collision like that. BTW are you exporting in Oblivion or Fallout format? Link to comment Share on other sites More sharing options...
Conomium Posted February 24, 2009 Share Posted February 24, 2009 You need to copy branch the BhkRigidBody to the other nif and select the BhkCollisionObject and in block details and change the Body to the one you copied in and delete the old one. If you used the oblivion exporter you will have to look at how the fallout one is structured and how all the settings (like friction, max linear velocity, etc.) are set up. Fallout likes to use packed strips shapes for static objects these so try to export your collision like that. BTW are you exporting in Oblivion or Fallout format?Im exporting in Fallout format. Ill go try doing what you said above. Link to comment Share on other sites More sharing options...
Conomium Posted February 24, 2009 Share Posted February 24, 2009 I tried doing what you said. But im not sure what you was telling me to do. Please can you tell me in great detail. I think you have the last piece to my puzzle. :biggrin: Link to comment Share on other sites More sharing options...
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