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Collisions - help needed


narg_eu

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Posted
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.
Posted

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...

Posted
I have had it show up in G.E.C.K. and not in game. Its very annoying, the problem that seemed to cause that was the subshape.
Posted

i never had to deal with subshapes if i just pasted my collision mesh into a vanilla nif

but maybe its somin similiar and he forgot to reference the nodes correctly, the new coll shape needs to refer to the topnode (O, zero, null)

Posted

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

Posted
ya its true lol... some guy i mailed with had the same problem... next time just send a nif lol... and btw you would have a bsx flag if youd just use a fitting vanilla mesh as a base ;) (no need to make one in most cases...)

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