How do I make a new Inventory Item Model?
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01-01-2008, 09:56 PM,
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Here is what I did, with a couple of notes:
- You should check your collision generation; the original was offset slightly and too small by a factor of 2. I've enclosed a NIF where I fiddled with that. - Then I piggybacked. I think originally you started a bit deep into the hierarchy on the non-collision side. For collision, you'll want to copy from your NIF (and remove from the piggyback) the entire branch directly beneath the bhkRigidBodyT level. For your model itself, copy each NiTriStrips branch individually and paste into the piggyback; that should include any UV mapping. Oh, for the collision, the copied branch must be connected to the rigid body (the Shape data field). The NiTriStrips branches will land in the right place. HTH, Steve |
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01-06-2008, 11:08 AM,
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Thanks for the help. It's nice too see that there are so many helpful persons on these forums who are willing to share their knowledge. :yes:
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01-08-2008, 05:10 PM,
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Hi,SACarrow.
I have the same problem. It seems that you could solve that. Could you please tell more details of your way? Thanks!! |
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01-08-2008, 05:29 PM,
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Well this assumes some experience with NifSkope, which you probably have. If you are happy with your Max model, you should be able to follow the steps outlined here. Just make sure to copy the regular and collision branches at the different places listed above and copy them into the piggyback at the "same" place. I don't think that being armor matters for this NIF; I think unworn armor is basically clutter.
Steve |
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01-09-2008, 05:58 AM,
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I do like that, but must make some mistake.
When I put the object in the ground ,the game crash. I don't know which part I was wrong. Here is my work process: 1. Open your piggybackhavoc.nif . 2.Open my ground mesh nif file, as wall as the collioson object file. 3.In your file, I replace the 6 NiTriStrips with my ground mesh. 4.In your file, I choose the 0 NitriStripsData in such place : 13 bhkRigiBodyT--5 bhkListShape--4 bhkNiTriStripShape--0 NiTriStripsData, right click, choose : Block--Remove. 5.In my collision object file, I choose the NiTriStripsData, righ click and choose: Block--Copy 6. Back to your file, right click the 14 bhkCollisionObject, choose: Block--paste. 7.in your file, clike the 4 bhkNiTriStripsShape, in the block deatails, I choose strips Data, change the value as my new collision . 8.Click the 1 NiNode in the root level, in the block details, I change the Num Children to 1, right click Children and choose : Array--Update. 9.In the children ,I set it's value as my new ground mesh. 10. Save . After that, I found I got a crash in game when I try to put the object on ground. How I fix it? Thanks Edit: This is my Max file, and my nif file which make the game crash. |
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01-09-2008, 06:19 PM,
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Ray, I have to run right now, so I just have a little to say here.
I think you did the visual mesh fine. The issue with the collision is (I think) that you tried copying the blocks individually. In NifSkope, there are "copy branch" and "remove branch" options that deal with everything below a certain node. If you like, post your original NIF and I'll try and repost with screens of the intermediate steps. I currently do not have access to Max. Steve |
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01-10-2008, 03:29 AM,
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SACarrow, you are so kind.
Thanks for your reply. Here is my nif files. And I'll keep trying. |
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01-10-2008, 08:57 PM,
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Ray: A fairly big problem; there is no collision mesh in your collision NIF. Would it be possible for you to export everything in one NIF? The collision can be static; that part doesn't get copied.
Thanks, Steve |
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01-11-2008, 04:41 AM,
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Quote:Originally posted by SACarrow Well, in my attachment, there are 2 nif files. The nif file named ArmorGround.nif is the ground mesh. The nif file named ArmorGroundCollision.nif is the collision object mesh which for the ground mesh. I export them in two files. I should say it first. Sorry about it. |
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01-11-2008, 04:50 AM,
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It would help if you could export the collision mesh as a collision mesh from Max. The exporter automatically builds properties that are needed in the cut-n-paste phase.
Steve |
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