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Custom Model Clutter Collision Process Help


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Hey Modders

 

Do you have this process down?

 

Can anyone share their process for custom model collision for clutter/non-static items? I have the process with Chunk Merge down for static items but every time I try for non-static the collision is still static in behavior even when I use Basket01.nif as my reference NIF.

 

I have also tried resizing the havok mesh with Blender and that has not worked either...

 

In the interest of sharing, this is the process I have for Chunk Merge/Static ...this has worked for me but can't get clutter to work :sad: and am open to any suggestions.

 

---------------------------------------------

 

 

1. Use NIF Optimizer to convert this template to LE format.
2. Go to Block List and right click > Remove Branch so that you are only left with: 0 BSFadeNode, 1 BSXFlags, 6 BhkCollisionObject (and sub-folders) > Save and Close
TIP: You only need to set up your template once and can use it over and over so save it to a file that you can get to.
3. Create a separate folder for files we can call this one "LE" Folder
4. Copy the NIF files that contains the mesh you want to create a collision for to LE Folder Note: We will call this file Myfile.NIF ~ MAKE SURE TO USE A COPY JUST IN CASE SOMETHING GOES WRONG ~
3. If the NIF is in LE format. You can skip this step. If it is in SSE format then use SSE Nif Optimizer to convert Myfile.NIF file to LE
(Prepare the CM reference file for your NIF)
4. You will be working with CM version of file now. Make a copy of the Myfile.NIF file and add CM at the end so you have a copy named MyfileCM.NIF
5. Open the version of the MyfileCM.NIF and scroll to Block List >
BSXFlags > Right Click > Block >Remove Branch and Block List > BHKCollisionObject > Right Click > Block > Remove Branch
6. Expand NiTriShape > BSLightingShaderProperty > Right Click > Block > Remove Branch. Remove any other folders under NiTriShape and KEEP NiTriShapeData but block remove any other files: (ie. NiAlphaProperty, LightingShader, etc.)
6. Rename NiTriShape to collision material you can rename by go to NiTriShape > double click Name: txt> SKY_HAV_MAT_SOLID_METAL > Save and Close
7. Open the version of the Myfile.NIF and scroll to Block List > BHKCollisionObject > Right Click > Block > Remove Branch
8. You should have two records now in your folder one with Myfile.NIF and another with MyfileCM.NIF Open up ChunkMerge and click through cancel until you see the interface.
Nif-File (Skyrim) > ... > Navigate and choose Mfile.NIF
Collision-File > ... > Navigate and choose MyfileCM.NIF
Template (Skyrim): ...barrel01.NIF
Collision Souce: Mesh Data
Collision Material: Name of NiTriShape
9. Click on Name of NiTriShape and then click on Mesh then Convert the file!
10. Convert the file back to SSE using NIF Optimizer
11. Save over to Data folder and Test in Game.
Edited by Adventurer1111
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To make any 'Static' into clutter you just need to do the following:

--- In the collision's "bhkRigidBodyT" ---

- Havok Col Filter > CLUTTER

- Colision Response > RESPONSE_SIMPLE_CONTACT

- Havok Col Filter Copy > CLUTTER

- Colision Response 2 > RESPONSE_SIMPLE_CONTACT

- Copy from a similar in size vanilla mesh the following:

Mass

Linear Damping

Angular Damping

Time Factor

Gravity Factor

Friction

RollingFrictionMultiplier

Restritution

Max Linear Velocity

Max Angular Velocity

Penetration Depth

- Motion System > MO_SPHERE

- Deactivator Typr > CEACTIVATOR_NEVER

- Solver Deactivator > SOLVER_DEACTIVATION_LOW

- Quality Type > MO_QUAL_MOVING


* This is for 'Havok Sensitive' objects.

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A small note:

- Motion System > MO_SPHERE

It's for sphere objects were the 'Havok' needs to roll, like a ball.

 

- Motion System > MO_BOX

It's for objects that will 'Havok' stationary, it will not roll, it will behave like a bucket.

 

There are other options that are used for different 'Havok' behaviors, to learn them you need to do the required research.

 

Each option also requires the corresponding collision shape to function correctly, and the correct positioning of the 'BSFadeNode' coordinates inside the mesh, for example: A ball to roll correctly needs the 'BSFadeNode' to be in the center of the object / collision.

Edited by maxarturo
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