[3DS] Collision Tutorial
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06-20-2006, 03:35 AM,
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Quote:Originally posted by RazorwingI edit outside oblivion's data dir too, so I doubt that's what caused it... :confused: Quote:Originally posted by RazorwingOh, ok. :chaos: Hmm I think I'll make new screenshots using the attached template. Imagine a .nif file as a tree, consisting of "nodes". These nodes can be roots, branches or leafs. The roots in the tutorial are the nodes which are leftmost in the upper left window in the screenshots. What we do is take an existing tree and replace some branches/leafs with ours. So when I say "Select the root node" I mean you should select the leftmost node in the tree view (actually you will have two of them at this point in the tutorial, I mean the one that existed before pasting the new data into the file). By "find the "Children" property" I mean: look at the bottom window ("Block Details") and find an entry called "Children" in the list. Hmm the other "technical terms" are just node names. I think it will become much clearer with the new screenshots. Then you can use them as a step by step guide. Should have replaced them before releasing the tutorial, but I was lazy. Edit: you could attach your test model, and I could make screenshots using it, guiding you through the process. I think this would cause the least confusion... |
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06-29-2006, 09:11 AM,
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Ok I?m really confused here now? So if I model an object in 3ds max I can?t just straight export that object as a *.nif?
This project is what I am trying to test this plug-in on, help would be greatly appreciated http://www.elderscrolls.com/forums/index...pic=492264 Quote:The collision object needs to have a material assigned which isn't used by other objectsSo in my case where I have 2 objects I would need to select a different material slot and apply each slot to each object? Quote:Merge your objects into a single mesh and group it with the collision object.I?m sorry I am getting so lost here again, what collision mesh? Are there more than 2 of the same objects in the scene? |
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06-29-2006, 10:30 AM,
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Quote:Originally posted by CrazyAceNo, the information here is outdated. This tutorial was written before the new exporter was released. You can export simple meshes, including collision using the new exporter. For skinned stuff you still have to rely on the CivIV exporter and NifSkope. Quote:Originally posted by CrazyAceIt's because the CivIV exporter combines objects with the same material on export. The intention was to keep the collision mesh separated from all other objects. Quote:Originally posted by CrazyAceThe collision mesh you have built in step 1. |
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06-29-2006, 10:58 AM,
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Quote:For skinned stuff you still have to rely on the CivIV exporter and NifSkope. Now this is going to sound stupid, but what is skined stuff? Is it what I want to do for the wings? |
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06-30-2006, 02:44 PM,
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Hi, great tut - i just have one question. I work with blender, and for following your tutorial I need NiTriStrips. All I can produce are NiTriShapes. If I want to strippify them, I cannot save the nif as nifskope tells me that the size of the points-array is not correct.
The points-array has no entries, and if i select haspoints=false, I am able to save it, but Oblivion crashes as soons as I run against such an object. what am I doing wrong? thx ms |
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06-30-2006, 02:50 PM,
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Sounds like you're doing the right thing and NifSkope fails to strippify your TriShapes...
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07-01-2006, 05:15 PM,
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Sorry - it was my fault. I thought I had change some of the values of my model to values of your model... that was not right.
I then followed your very helpful tut strictly - and now it works perfectly. many thanks again! ms |
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