deliverance6 Posted January 21, 2009 Share Posted January 21, 2009 dont worry Amstroid, you're not the only one with these problems. i've been working on and off to get my collision to work, followed Jaysus guide to the very letter and still can only get it to work in teh CS but not ingame lol.. basiacaly, if by the end of going over all of this it STILL doesnt work its a case of wait for a new version of NifTools that exports properly as far as i can see. **some people have no probs with jaysus tut's and the collision works. others have infinite problems (me lol) even after going over it for more than 30 hours Link to comment Share on other sites More sharing options...
amstroid Posted January 21, 2009 Author Share Posted January 21, 2009 Oke, tried copying my NiTriStrips into one of your meshes, same as the bhkPackedNiTriStripsShape -> geck crashes when opening the previeuw of the modelCopied all the number from you nif into mine, like the flags and all those other numbers -> geck show model, but once i'm ingame, i don't see the model. But when i'm at the place where it should be, i have an enormous lag. I must be missing something. I managed to get 1 mesh working. So it should be possible. I wish i remembered how i did it. Link to comment Share on other sites More sharing options...
deliverance6 Posted January 21, 2009 Share Posted January 21, 2009 found this article if its any good to you mate http://www.fallout3nexus.com/articles/article.php?id=26 Link to comment Share on other sites More sharing options...
amstroid Posted January 21, 2009 Author Share Posted January 21, 2009 Yea, followed that one before. Problem is that is doesn't affect your meshcollision. You replace the mesh with your new one, but your collisionmesh doesn't change.However, i didn't saw the last part of the tutorial, where Jaysus says to updata some things. Gonna try that one now edit: It looked OK in the preview window, and in the geck. But if i start fallout up, if crashes, every time. If i remove the mesh from my mod, it works ok.Exept that my residents starts killing each other, but thats because of something els :P Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 22, 2009 Share Posted January 22, 2009 I am working on a video tutorial will get it set up soon. I just have to get it onto youtube. Link to comment Share on other sites More sharing options...
amstroid Posted January 22, 2009 Author Share Posted January 22, 2009 I managed to get collisions working :). Found a few thing that i did wrongI linked all items to a bone in 3d max. That was wrong so i removed the bone, and then i re-exported the mesh.Then, in NifSkope, added a bsxflag thing, and i've set integer data on 2. Changed the Num Sub Shapes in the hkPackedNiTriStripsData to 1, and set everything there right.And then i did a right click on every NiTriStrips, clicked on Flags, and in Collision Detection i chosed Continue. Saved and it works. However i don't think this is a good way. It seems that fallout has a lot more trouble, more lag, with these meshes. Like he has to calculate more data then is needed. Need to test that out, cause it also could be just my pc :) So you can still work on that vid SpeedyB64 Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 22, 2009 Share Posted January 22, 2009 Did you simplify the collision mesh? The simpler it is the less lag there will be. Link to comment Share on other sites More sharing options...
amstroid Posted January 22, 2009 Author Share Posted January 22, 2009 simplify? you mean the enable optimize option?I did the optimize option yea, but if you mean something else, then no. And an update on how i did it:it seems you don't need to rightclick every NiTriStrips and do the flag thingy, seems like putting the integer data on 2 in bsxflag is enough.And the subshapes also ofc. Link to comment Share on other sites More sharing options...
amstroid Posted January 24, 2009 Author Share Posted January 24, 2009 I have an other question. If you want more then 1 kind of material on a mesh, say wood and metal. How do you do it? Make 2 bhkrigidbodies, and change the num sub shapes with nifskope? Link to comment Share on other sites More sharing options...
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