Silgrad Tower from the Ashes

Full Version: [3DS] Collision: the easy way out using gundalf's exporter
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Oh, I misunderstood.
The UV problem is fixed. Great!
fa-so, welcome to Silgrad Tower!

:wave:
I don't understand why this is happening to the council club model. I exported many other models (before I upgraded to the latest plugin version) and it hasn't happened to any other model I've checked, but it happened to the council club both with the old and new version.

To make things more weird, it looks like the collision mesh is working - but apart from being visible, it's colored pink (!) as opposed to the other models whose collision meshes look red. When turning on the collision view in the CS I mean, not the color of the mesh model which obviously is light grey.

The only thing I can think of that separates this model from the other one is that this has a lot of meshes. Almost 50, I think. I tried both grouping and un-grouping them but the same effect occurs. Any ideas on what could be happening to the model, gundalf? =)
Have a look here: http://cs.elderscrolls.com/constwiki/ind...leshooting

for more about pink surfaces.
Quote:Originally posted by TheImperialDragon
Have a look here: http://cs.elderscrolls.com/constwiki/ind...leshooting

for more about pink surfaces.

Thanks but that's not what I meant. Smile
Looks like the layer value ended up being set to 3. Doesn't happen here, though. Can you open the model in NifSkope and see if bhkCollisionObject->bhkRigidBodyT->Layer is set to 3?
There's a "3" to the left of "NiNode" for the Collision mesh. Was that how you meant? (me and nifskope -> :dunce: )
This is weird, it doesn't seem to work anymore, I did exactly what I did with the first version for 7. It exports the collision object just like regular mesh.
RW: No Big Grin Could you re-export it and attach it. The .nif in the archive has the same problem as Telltolin's.
Telltolin: Try marking it as collision object again...
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