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[3DS] Collision: the easy way out using gundalf's exporter - Printable Version +- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum) +-- Forum: Discussions for Silgrad Tower TES IV (Oblivion) & TES III (Morrowind) (https://www.silgradmodding.net/forum/Forum-Discussions-for-Silgrad-Tower-TES-IV-Oblivion-TES-III-Morrowind) +--- Forum: FAQ Board TESIV. (https://www.silgradmodding.net/forum/Forum-FAQ-Board-TESIV) +---- Forum: FAQ Archive (https://www.silgradmodding.net/forum/Forum-FAQ-Archive) +---- Thread: [3DS] Collision: the easy way out using gundalf's exporter (/Thread-3DS-Collision-the-easy-way-out-using-gundalf-s-exporter) |
- dream_sequencer - 08-11-2006 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! - Razorwing - 08-11-2006 Quote:Originally posted by dream_sequencer Np 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/viewtopic.php?t=741 More than one bhkCollisionObject ? ? ? - MentalElf - 08-17-2006 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. RE: More than one bhkCollisionObject ? ? ? - Razorwing - 08-17-2006 Quote:Originally posted by MentalElf 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. err...need some help with Nifskope and Max 8 - Darksharp - 08-17-2006 Bleh I hate being a total noob, well partial noob. 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 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! 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. - SACarrow - 08-17-2006 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. - Darksharp - 08-17-2006 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 - SACarrow - 08-17-2006 I never quite got that flower thing either. I just kept clicking on the text 'til it let me modify it. Later, Steve - Darksharp - 08-17-2006 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. - Razorwing - 08-17-2006 Quote:Originally posted by Darksharp 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. |