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Collision problem on meshes


amstroid

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First off all: Sorry if this is the 10th collision problem bening created, but haven't got the time to check the forum often (in the middle of my exames). However, modeling makes a good break between the studying, so:

 

 

I have enormous problems with getting collisions on my meshes.

I've contacted a bunch of guys, followed quite some tutorials, but still can't get the **** collisions working.

 

I use 3Dmax 2009 with niftools 3.1.2.

 

So, here's how i go to work.

1)

I follow this tutorial: 3ds Max/Guides/Collision Example 1 from the niftools site itself.

as you can see on this picture. Added the bone myself, and linked them all together, since i saw that that's how vanilla items are made in 3dMax09

Here you can see it: Step 01

 

2)

Time to get the export ready. Here i also do something i read from a forum, but i can't find the link anymore.

Anyway, here is a pictureStep 02

 

3)

Nifskoop shows amazing wrong collision, but since i follow this tutorial: Custom Collision, it wouldn't be a problem, since i'm about to delete the collision myself.

But, if you look at Step 3, you see that my *.nif file exists out of:

BSFadeNode wich has a NiNode with the collision and an other NiNode. In the last Ninodes are my NiTriStrips.

This while the vanilla meshes looks a lot different: Vanilla Mesh

It has a BSXFlags, NiStringExtraData, and more

So i'm probably going completely wrong here, but lets continue anyway.

 

4)

Like said in 3, i'm gonna follow the tutorial. First of all, my mesh doesn't has a RigidBodyT, but a RigidBody.

Here's the end result. Final Step

I know bhkNiTriStripsShape should be deleted, but i just let it there for this picture, to show that i picked the right ones :)

 

5)

Then SaveAs (used the same name), and imported it in the GECK (with rightclick in object window -> NEW, then by model EDIT -> and there i place my new mesh)

I leave everything unchecked, and press OK. But when i'm in fallout3, there is no collision on the walls :(

 

 

Can anyone help me out? I really need to know how to do it, since i have quite a lot meshes waiting to get their collisions.

Thanks in advance

 

Here are the 2 files (3d max file and the nif file)

Here

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Does anyone know a good tutorials/video for using nifskope? Cause i'm really confused about why some items are under a NiNode, what BSXflags are, why some NiNodes have bhkCollisionObject and NiTriStrips and other have none.

And what is NiStringExtraData, cause all the vanilla nifs have them, but none of my own nifs have em, what do they do.

So, a tutorials explaining all the nifskope items could be a great help, since i have about 23 nif's waiting to be used, and more that still needed to be exported into a nif file.

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It looks to me that you have some nif structure issues. First when you delete a Branch make sure you use remove branch or anything in the branch will be dumped somewhere else. I don't think collision works if it is in a node, it needs to be a direct child of the root node. Take a look at some of the original nifs to see how they are structured. Also the collision will not work without the extradata and BSX flags blocks that all fallout meshes have at the top. I find the best way to do this is to open a vanilla mesh and just replace the NiTriStripsData and the collision. It also helps to have a bhkRigidbodyT so you can move it around. When I make collision I just make the mesh and put a bhkRigidBody modifier on it (nothing else like Nifprops) Then I export it and I get a bhkRigidbodyT I then copy this into the vanilla nif and then remove the old one. I also copy the settings from the old one to the new one. I then go to the last block in the packed strips shape and set subshapes to 1 and update the array (green circle) Then I fill in the info for the subshape (set the layer to static the material to whatever and the numverticies to the number of verexes in the collision mesh, ignore the rest)
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It looks to me that you have some nif structure issues. First when you delete a Branch make sure you use remove branch or anything in the branch will be dumped somewhere else. I don't think collision works if it is in a node, it needs to be a direct child of the root node. Take a look at some of the original nifs to see how they are structured. Also the collision will not work without the extradata and BSX flags blocks that all fallout meshes have at the top. I find the best way to do this is to open a vanilla mesh and just replace the NiTriStripsData and the collision. It also helps to have a bhkRigidbodyT so you can move it around. When I make collision I just make the mesh and put a bhkRigidBody modifier on it (nothing else like Nifprops) Then I export it and I get a bhkRigidbodyT I then copy this into the vanilla nif and then remove the old one. I also copy the settings from the old one to the new one. I then go to the last block in the packed strips shape and set subshapes to 1 and update the array (green circle) Then I fill in the info for the subshape (set the layer to static the material to whatever and the numverticies to the number of verexes in the collision mesh, ignore the rest)

Lets me see if i got it right.

You just place a bhkRigidBody modifier on your mesh, and then extract it? No helpers like bhkCollProxy.

So, if i just, for example, make a box. Convert it to editable mesh, place modifier on it. That's all that i have to do in max? The rest is being take care of in nifskope.

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oke, tried it.

Made my mesh, putted the modifier on it, placed a helper and pointed it to the modifier and mesh. Exported it, but when i open it, i got nothing.

No mesh, no texture. Just a bhkrigidbodyT. Got the T on my bhkRigedBody thou. Didn't had that before :).

But, where do you place the modifier on? On your mesh, or on a copy of the mesh? I saw that when you place a bhkRigidBody on the mesh, you have a "clone mesh" button.

 

Perhaps someone can show it to me how to do it? If you know teamviewer, you can show to me.

teamviewer

Its a Remote Desktop Sharing program, and its free + save check it here

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The way I do it Is just the modifier on a copy of the mesh, you should have two meshes the main mesh and the collision mesh. I have never used the bhkrigidbody helper at all, I think it helps to position the collision mesh but since I just copy the collision over to one of my other meshes where I have the bhkRigidBodyT already set up the original position is not important.

 

So basically what I do is copy my mesh, optimize the mesh (collision doesn't need to be detailed) then I collapse it and add the modifier. Then I export it and copy the meshes to one of my other working meshes (I do this because I already have the RigidbodyT set up to fallout settings, if I use an original mesh I have to replace the entire collision and set up the settings).

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The way I do it Is just the modifier on a copy of the mesh, you should have two meshes the main mesh and the collision mesh. I have never used the bhkrigidbody helper at all, I think it helps to position the collision mesh but since I just copy the collision over to one of my other meshes where I have the bhkRigidBodyT already set up the original position is not important.

 

So basically what I do is copy my mesh, optimize the mesh (collision doesn't need to be detailed) then I collapse it and add the modifier. Then I export it and copy the meshes to one of my other working meshes (I do this because I already have the RigidbodyT set up to fallout settings, if I use an original mesh I have to replace the entire collision and set up the settings).

I'm getting quite confused. You say you don't need a helper, JaySus says you need one. And what do you mean with (I do this because I already have the RigidbodyT set up to fallout settings, if I use an original mesh I have to replace the entire collision and set up the settings).

What or where are the standard setting.

I did got 1 meshes with collision, somehow. Don't know how i did :P, so i can't repeat it. It just happend. :confused:

But that one even confuses me more, since my TriStrips have NiBinaryExtraData, while the vanilla's don't have it.

 

Can you perhaps upload one of your working collision meshes? Perhaps i can then use that one for copying the data.

Or maybe make a vid, showing how you do it :P?

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For examples download the silos alpha (lots of them in there, the silo bottom works best)

 

What I meant is that The first time I made a collision mesh I exported it, I then opened one I extracted from the game files. I copied the bhkRigidBodyT into it then removed the old one (bhkRigidBody) and set it to use the new one. The settings are the Max Linear Velocity, Max Angular Velocity, Friction stuff like that.

 

Once I had the model set up and saved I could use it as a base for further models. After the first one is set up you can copy the PackedStrpsShape into it and not have to mess around with the havoc settings.

 

I have never used a helper EVER so they are not necessary (they probably help though, but I don't know how).

 

I think a vid would be helpful I may try to make one.

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