11-22-2009, 01:23 PM
Hi,
During my time on the NPCs With Jobs team, I built several models, but never created the collision for them. recently I picked up my old work with the aim of releasing it as a modders resources, since NWJ is dead nowadays.
Since I use 3dsmax 8 to construct my models, I found Razorwing's tutorials of good use and they have helped me a lot to learn the first collision making. However, there's one thing I could not find out so far.
When creating buildings, there are of course stone parts, wooden parts, windows, metal parts, sometimes, perhaps even dirt on the ground. To make them sound realistic in the game, they would all require different collision meshes, one for each material that is used. In a tutorial here http://www.youtube.com/watch?v=KPdwGgkxfFs Razorwing showed how to create multiple collision. Still, I am hesistant, since any building or other model I have checked (default Bethesda buildings and custom-made ones), have only one collision branch in Nifscope.
Therefore my question: is it possible to have multiple collision meshes for a model, which are recognised in game and produce different sounds and all when something hits them or something?
I've searched in several places and went through several tutorials, but I couldn't find the answer, so that's why I came to the place of the master himself so that maybe he or maybe one of his fellow Silgrad modders would have an answer.
During my time on the NPCs With Jobs team, I built several models, but never created the collision for them. recently I picked up my old work with the aim of releasing it as a modders resources, since NWJ is dead nowadays.
Since I use 3dsmax 8 to construct my models, I found Razorwing's tutorials of good use and they have helped me a lot to learn the first collision making. However, there's one thing I could not find out so far.
When creating buildings, there are of course stone parts, wooden parts, windows, metal parts, sometimes, perhaps even dirt on the ground. To make them sound realistic in the game, they would all require different collision meshes, one for each material that is used. In a tutorial here http://www.youtube.com/watch?v=KPdwGgkxfFs Razorwing showed how to create multiple collision. Still, I am hesistant, since any building or other model I have checked (default Bethesda buildings and custom-made ones), have only one collision branch in Nifscope.
Therefore my question: is it possible to have multiple collision meshes for a model, which are recognised in game and produce different sounds and all when something hits them or something?
I've searched in several places and went through several tutorials, but I couldn't find the answer, so that's why I came to the place of the master himself so that maybe he or maybe one of his fellow Silgrad modders would have an answer.