Silgrad Tower from the Ashes

Full Version: [3DS] Collision: the easy way out using gundalf's exporter
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Thanks a lot guys! Ill try also to figure out some info about phisics data by studying bethesda Nif's. If i find out anything ill inform.

Thanks again!
Quote:Originally posted by dream_sequencer
Thanks a lot guys! Ill try also to figure out some info about phisics data by studying bethesda Nif's. If I find out anything ill inform.

Thanks again!

Np Smile

I'm talking a bit with the guys at NifTools and I think we may be getting a meaty, easy-to-understand tutorial on how to use NifSkope:
http://niftools.sourceforge.net/forum/vi....php?t=741
I'm trying to have an object with two collision meshes...
one collideable and one not collideable.

I was of the understanding this was possible.
However, as before, only a single bhkCollisionObject
(hidden) seems to survive when exported as Gamebyro-
NIF format. I see this with NIFSkope as well as in-game.
Quote:Originally posted by MentalElf
I'm trying to have an object with two collision meshes...
one collideable and one not collideable.

I was of the understanding this was possible.
However, as before, only a single bhkCollisionObject
(hidden) seems to survive when exported as Gamebyro-
NIF format. I see this with NIFSkope as well as in-game.

The nif format allows for one mesh (NiNode) to have one collision mesh (bhkCollisionObject), but after researching it earlier it seems the latest version of gundalf's exporter lost that functionality, which it used to have. Perhaps he removed it because it caused problems? Just a guess.
Bleh I hate being a total noob, well partial noob. Tongue

I have a question about using NifSkope. I am trying to export a large building with multiple pieces/elements out of Max 8,
I've attached all the elements together so it's one building
I'm using a multi-sub material with 8 diffuse materials.

Stave Church screens

When I export it everything goes fine.

I then open it in NifSkope and there's no textures. I can see the mesh rotating Sad So what am I doing wrong. Does every diffuse need a correspond _n normal texture?

As a side note, I didn't see this, so if I did I apologize...but someone should write a nice tutorial on getting custom buildings working in game instead of the check out i got my Sephiroth sword!!ZOMG!!!in game! Wink

For example, I want to replace the Bruma Akatosh Cathedral with one I made. (Yes, I'm running before walking. heh.)

Finally, is there a parallax tutorial somewhere? I want my shakes (tiles) and some of the other textures to parallax nicely.

Thanks in advance for you help gents.
As a partial noob, I've had this problem too. Have you set the directories for NifSkope to search for textures? It's under Spells -> Textures.

Just a thought,
Steve

PS Is it possible to incorporate the info contained in _n maps into a TES3 NIF? Thanks.
Quote:Have you set the directories for NifSkope to search for textures? It's under Spells -> Textures.

yes
I found out I needed to click on the flower. D'oh. That wasn't terribly intuitive Wink
I never quite got that flower thing either. I just kept clicking on the text 'til it let me modify it. Smile

Later,
Steve
Well I got my model into the CS...problem is it's coming in pink.

I dropped all my dds textures into the architecture bruma folder in the following path:
C:\Program Files\Bethesda Softworks\Oblivion\Data\textures\architecture\bruma\StaveChurch

I altered the paths in each texture to point there in Nifskope then exported it. FYI: The textures were showing up in the viewport of Nifskope

So I'm a bit baffled what's going wrong.
Quote:Originally posted by Darksharp
Well I got my model into the CS...problem is it's coming in pink.

I dropped all my dds textures into the architecture bruma folder in the following path:
C:\Program Files\Bethesda Softworks\Oblivion\Data\textures\architecture\bruma\StaveChurch

I altered the paths in each texture to point there in Nifskope then exported it. FYI: The textures were showing up in the viewport of Nifskope

So I'm a bit baffled what's going wrong.

When a model shows up as pink it's always because it can't find the texture it's meant to have. In your case, the path should be:
textures\architecture\bruma\StaveChurch\texture.dds

Hope it helps. Smile
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