- gundalf - 06-26-2006
Quote:Originally posted by Corwyn
dont worry, new version fixed it =) thanks!
Glad to hear that.
Quote:Originally posted by Corwyn
I like the look of all those option buttons. do they do anything in this release? they are all greyed out.
They don't do anything yet. I wanted to delay the release until they would, but we decided to release it because of the addition of the importer tazpn wrote.
Quote:Originally posted by Corwyn
A question though, when it comes to collision meshes, is the exporter fine with quads, need quads, or would it prefer triangles? or does it not matter?
You can throw anything at it that can be coverted to a mesh...
- Telltolin - 06-26-2006
Okay, I tried checking and unchecking the box, no dice. It does the same thing.
- gundalf - 06-26-2006
Have you tried the new version?
- Telltolin - 06-26-2006
Oh, sorry, didn't see that post. Yeah, it works now I see all those features that are grayed out, am I to assume that these will be turned on in a later version? :O
- gundalf - 06-26-2006
Quote:Originally posted by Telltolin
Yeah, it works now
Good to hear that...
Quote:Originally posted by Telltolin
I see all those features that are grayed out, am I to assume that these will be turned on in a later version? :O
Exactly...
- Telltolin - 06-26-2006
Nice This is really handy, even if I can't drop my weapons yet. Well, I'm going to get back to work on my dagger named "Azura's Needle"
- eddwills - 06-26-2006
Holy cow! It's just.. so easy! Texture paths are fine, collision is fine, everything is fine! And you included options to change what type of material it is, and the layer type too!
The layer type is purely for colour to make things easier, right? There's no actual difference between the collision, right? Someone please corrent me if I'm wong.
- gundalf - 06-26-2006
Quote:Originally posted by eddwills
The layer type is purely for colour to make things easier, right? There's no actual difference between the collision, right? Someone please corrent me if I'm wong.
No, the tooltip in NifSkope is a bit confusing, if you're referring to that. I don't know all the details yet, but by setting it to NoCollision you can walk through the object while still being able to activate it. Very useful for plants.
- eddwills - 06-26-2006
Ahh, that's handy, I might re-export my Grand Crystal then (I had it so that if you walk through it it buffs you, it's meant to be quite... ghostly). So, and idea what any others might do? Would setting it as a trap layer be possible to add those keyframed animations, so that when "playgroup unequip" is scripted to it the havok is suddenly enabled? I know it's technically animation, but in NifSkope me and Darknel were looking at setting it to the ketframed state that some existing traps seem to be in.
- gundalf - 06-26-2006
I'm no expert on the havok stuff, and I haven't played around with the layers a lot. Only figured the NoCollision stuff out for Razorwing. I doubt that just setting the layer to trap would make it work, though.
BTW: you guys do a great job in the havok hacking thread, I will use it as a reference for the planned additions to the NifProps plugin. The next release will make it possible to set all havok attributes. I'm also planning to include presets for different object types which fill in these values.
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