Using Collision Creation in Version 2.10 of Niftools
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04-27-2007, 03:43 AM,
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Using Collision Creation in Version 2.10 of Niftools
<table width="600" border="0" cellspacing="0" cellpadding="4">
<tr> <td colspan="2" bgcolor="#CCCCCC" style="border:1px solid #000000;"><strong>Using Collision Creation in Version 2.10 of Niftools Max9 Plugin</strong></td> </tr> <tr> <td width="400" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">1. Create a low poly version of your model in 3D Studio Max.</font></td> <td width="200" align="right" valign="top" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic01.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic01.jpg" alt="Image #1" width="160" height="120" border="0" /></a></td> </tr> <tr> <td bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">This is a basic textured "Sign". For demo purposes, I left it simple with only one texture of basic "wood". Polycount on this is; 788. Now for the basic "Collision" mesh. A low poly ( 92 ) model.</font></td> <td align="right" valign="top" bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic02.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic02.jpg" alt="Image #2" width="160" height="120" border="0" /></a></td> </tr> <tr> <td bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">2. Go to the Utilities Panel and choose "NifProps" as shown here;</font></td> <td align="right" valign="top" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic03.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic03.jpg" alt="Image #3" width="160" height="120" border="0" /></a></td> </tr> <tr> <td bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia"> Tick off the box saying; "Is Collision Mesh" and adjust Mass/Friction/Restitution to match your settings for your "Collision Mesh"<br /> 3. Now you need to have the collision mesh have "no" textures assigned to it. The best way is to go to the Utilities menu and pick "More". Go down to; "UVW Remove" and pick it as shown below; </font></td> <td align="right" valign="top" bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic04.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic04.jpg" alt="Image #4" border="0" /></a></td> </tr> <tr> <td bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">4. Make sure the "Collision Mesh" is selected and the box "set Grey" is Ticked as shown. Then select first the UVW, then Materials. Ensure you pick both boxes. This will reset the materials to grey and remove any UVW settings on the Collision Mesh ensuring it has no textures assigned.</font></td> <td align="right" valign="top" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic05.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic05.jpg" alt="Image #5" width="160" height="120" border="0" /></a></td> </tr> <tr> <td bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">6. Now you select all the meshes. The model and collision mesh and export as a .nif file as shown below;</font></td> <td align="right" valign="top" bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic06.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic06.jpg" alt="Image #6" width="160" height="92" border="0" /></a></td> </tr> <tr> <td bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">7. Okay now lets open the nif in "Nifscope" as shown below;</font></td> <td align="right" valign="top" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic07.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic07.jpg" alt="Image #7" width="160" height="120" border="0" /></a></td> </tr> <tr> <td colspan="2" bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">Now here is where we have to change some things missing. Expand the "bhkCollisionObject" tree as shown.</font></td> </tr> <tr> <td bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia"> 8. Go to the "bkkNiTriStripsShape" and go down to the "Num Data Layers" and change the "0" to a "1" (This tells the nif to use the collision box as a data layer. Then drop down to "Data Layers", Right click mouse and "Array->Update" . Open up the new "Data Layers" entry and change "layer" from; "OL_UNIDENTIFIED" to whatever the layer is. In this case; "QL_STATIC" example shown to the right;</font></td> <td align="right" valign="top" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic08.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic08.jpg" alt="Image #8" width="159" height="86" border="0" /></a></td> </tr> <tr> <td bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">9. Now we have to add in a missing entry. A "NiStringExtraData Block Called "UDP", as shown to the right;</font></td> <td align="right" valign="top" bgcolor="#F0F0F0" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic09.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic09.jpg" alt="Image #9" width="160" height="120" border="0" /></a></td> </tr> <tr> <td bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><p><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">The easiest way is to get a "like" .nif (in this case any sign) and Branch Copy it's NiStringExtraData Block and paste it into yours. You could also just Add in a NiStringExtraData block yourself but the problem is you need the "string" data. Adding in a block will only add the block with an empty "String data" field.</font></p> <p><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">This "string" tells the system the mass, friction and codes needed for the NiStringExtraData "UDP" to work. So just copy from a like source. Funny you do not even need the mass or friction to be correct, at least that's what I have seen so far. Please if anyone finds out differently <a href="http://www.silgrad.com/wbb2/profile.php?userid=3297&sid=681ae68cb84f0842ae414c41eddbaf60">let me know</a>!!</font></p> <p><font size="2" face="Tahoma, Trebuchet MS, Arial, Georgia">10. Save your .nif file and put into CS then in-game.. </font></p></td> <td align="right" valign="top" bgcolor="#FAFAFA" style="border-bottom:1px solid #000000;"><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic10.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic10.jpg" alt="IN CS" width="160" height="120" vspace="1" border="0" /><br /> </a><a href="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/Pic11.jpg" target="_blank"><img src="http://i11.photobucket.com/albums/a177/SilgradTower/CollisionMax9/th_Pic11.jpg" alt="IN Game " width="160" height="101" vspace="1" border="0" /></a></td> </tr> <tr> <td colspan="2" style="border-left:1px solid #666666; border-top:1px solid #666666;"><em><font color="#666666" size="2" face="Arial, Helvetica, sans-serif">This article was made by "<a href="http://www.silgrad.com/wbb2/profile.php?userid=3297&sid=681ae68cb84f0842ae414c41eddbaf60">VinnieMc</a>" (Vance McFadyen) and is not to be copied, distributed or plagiarized in any way without the express permission of ;<br /> Vance McFadyen "VinnieMc" </font></em></td> </tr> </table>
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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04-28-2007, 10:34 PM,
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Hmm nice tutorial. Love the screenshots at every step.
unortunatly my CS flips out at me when i try to make the item ingame. (it's a bench) Here's the error message i get. It has to do with collision, and i don't know if it's the fault of 3DS, or something unrelated. Anyone figure out why? Is something missing from the tutorial that pertains to benches, or have i forgotten to tweak some setting. Leader of the Morag Tong Hail Mephala
I do work sometimes - I swear!
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