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Collisions - help needed


narg_eu

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In your nif is there a: BSXFlags and a NiStringExtraData? When I tried using a nif right out of the exporter with only small modifications (the subshape) I would fall through it but when I copied the collision to one of the vanilla nifs it worked. So you may have to copy all the parts of your nif over the parts of the other one.
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ya that step is important... the max exporters dont hand out gameready models...

but i think thats what he did at least if he followed any of the tutorials around...

i also think using a packed strips shape for the collision is important as all the vanilla models i checked (not that many) used that one...

 

whats strange is that he gets the red bounding box in the geck yet but not ingame... it always worked for me once i could see it in the geck...

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OK. I've found a solution to this problem.

The only one tweak needed to be added to newly exported nif is

BSXFlags with BSX value.

Step 1.:

In BSFadeNode change "Num Extra Data List" to 1

Step 2:

Add block : Block -> Insert -> Bethesda -> BSXFlag

Open BSXFlag block and edit name with "Edit String Index" to BSX

Change "integer data" value to "2"

Step 3:

In BSFadeNode open "Extra data list" and add ID of BSX to the row "Extra data list | Ref<NiExtraData> |"

 

P.S.

No other tweaks are needed

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