///AabbPhantoms are very fast as they use only broadphase collision detection. They are recommended for any triggers / regions you need for game logic for which a detailed shape is not necessary
^^^ This is the reason - I think - shadeMe is asking you to watch for anomolies with his temporary "fix". AabbPhantom is quick and dirty (inefficient) and meant to be used for simple objects (wheels on a car), so some models might behave weird (try dropping a complex object ... mace or something? ... in the effected area and see how it behaves) .
Nice workaround (top work); hope you're correct with the theory on what is wrong* with the implementation of rigidBody, shadeMe
Once we've confirmed all our methods are working, should we possibly put together an in-depth worldspace creation tutorial? What with coordinate issues, texture issues, the awful CK and LOD stuff spread out over several threads, I can see how someone new to this might find it incredibly daunting and hard to get info.
Please... Put together a video tutorial as well, especially where use of tools other than the CK are involved. The more visible the methods of building new worlds are, then the more likely more people will venture into that field of modding.
To shadeMe: My congratulations to you for finding the answer to this issue. Well done.
With this bug fixed, the navmesh bug being worked on by Bethesda and work-arounds possible for LOD generation, it seems the only major problem left is the importation of new animations (without overwriting existing ones). Are there any threads on the latter?
With this bug fixed, the navmesh bug being worked on by Bethesda and work-arounds possible for LOD generation, it seems the only major problem left is the importation of new animations (without overwriting existing ones). Are there any threads on the latter?
Well, now I'm an enabler of those who don't/won't search/read the forums. *slaps self*
http://www.gamesas.com/topic/1336657-rel-havok-animation-converter-thread-2/ on havoc/animations
http://skyrim.nexusmods.com/downloads/file.php?id=11811 of fun item based on thread
EDIT: ADD Oh, and if you mean custom animations, via 3dsMax and the like... there are threads and workarounds for that as well... Look for em.
Please... Put together a video tutorial as well, especially where use of tools other than the CK are involved. The more visible the methods of building new worlds are, then the more likely more people will venture into that field of modding.
To shadeMe: My congratulations to you for finding the answer to this issue. Well done.
Yeah I'd agree. I'd be more on this myself but I'm in the middle of a busy part of my degree so have to divide my time a lot, whenever I get the chance I do try to sum up my information in text form though. I think a lot of people forget we're not all programmers or game designers, some of us are just creative types with big ideas, and those people need a lot of stuff spelling out to them that google/forum trawling may not easily yield. No offense to those people who ARE of course - otherwise we wouldn't have absolute legends fixing the bigger issues haha!
Well, now I'm an enabler of those who don't/won't search/read the forums. *slaps self*
http://www.gamesas.com/topic/1336657-rel-havok-animation-converter-thread-2/ on havoc/animations
http://skyrim.nexusmods.com/downloads/file.php?id=11811 of fun item based on thread
EDIT: ADD Oh, and if you mean custom animations, via 3dsMax and the like... there are threads and workarounds for that as well... Look for em.
*slaps self* Never noticed the search function... Total noob here.
If I dont read the forums, how would I know about any of these things? In any case, thanks for the info. I read some of the Havoc thread ages ago. Its great news that these things are no longer a major issue. I am new to most of this but will invest time in modding once I finish my degree. But I am not buying a quality PC unless these things that I mentioned actually work.
*slaps self* Never noticed the search function... Total noob here.
If I dont read the forums, how would I know about any of these things? In any case, thanks for the info. I read some of the Havoc thread ages ago. Its great news that these things are no longer a major issue. I am new to most of this but will invest time in modding once I finish my degree. But I am not buying a quality PC unless these things that I mentioned actually work.
If you never read the forums, you wouldn't. and if you didn't, you wouldn't worry about them. and if you didn't worry about them, you'd focus on your getting your degree done. and if you finished your degree, you'd be able to afford that spiffy new pc...
And by the time you got that Spiffy new PC,finished your Degree, you'd have no worries, be able to come to the forums and read them all and then start modding!
Lesson of the story... hellifiknow... oh wait... GO STUDY FOR YOUR DEGREE!
^ This, go complete your degree (I have an excuse, I have to work in the CK for a project for 2 classes and over the summer for MY degree). I will be done this fall, and aiming to get a job in the industry before then. Hardest thing is getting a portfolio, then sending all that info out.
Yeah don't spend all night sat up messing about with the CK the night before your assignment's due then finish it at about 9am in the morning... no really.
^^^ This is the reason - I think - shadeMe is asking you to watch for anomolies with his temporary "fix". AabbPhantom is quick and dirty (inefficient) and meant to be used for simple objects (wheels on a car), so some models might behave weird (try dropping a complex object ... mace or something? ... in the effected area and see how it behaves) .
Nice workaround (top work); hope you're correct with the theory on what is wrong* with the implementation of rigidBody, shadeMe
* Have to say, that is way over my head!
It isn't actually that bad - Remember that the proxy based implementation has been around for quite sometime now. I'd say that it isn't much of a step-down from rigid bodies.
The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.
Just for curiosity.... Is there a web-page/wiki/tutorial that one can learn something about this "AABB-implementation" and what is the basic idea behind that?
Just for curiosity.... Is there a web-page/wiki/tutorial that one can learn something about this "AABB-implementation" and what is the basic idea behind that?
There are two Collision Detection "engines" in HAVOK. An older one - which shadeMe has switched on in Skyrim with his workaround - that is (according to HAVOK) intended for "simple objects" and a newer "engine" (rigidBody) which he has switched off (because it - certainly appears to be - where the issues with HAVOK's implementation in Skyrim are found).
If you want to get deep into it, search for "HAVOK AABB phantom bhkCharacterProxy" and/or "HAVOK AABB phantom rigidBody" - You may find some HAVOK documentation (which I'm not linking ... just in case)
If you want to get deep into it, search for "HAVOK AABB phantom bhkCharacterProxy" and/or "HAVOK AABB phantom rigidBody" - You may find some HAVOK documentation (which I'm not linking ... just in case)
Most of the google entries link to source code. But I have found a very detailed http://isg.cs.tcd.ie/pubs/bradshaw/phd.pdf which I'm going to read....
Most of the google entries link to source code. But I have found a very detailed http://isg.cs.tcd.ie/pubs/bradshaw/phd.pdf which I'm going to read....
Ploughing through the source code will reveal further search terms ... and gives you some small hints about what is going on ... But, unless you want to become a HAVOK expert, I'm not sure what you'll get out of the experience?
The rule we have at the minute, thanks to shadeMe's workaround, is that modders and players of very large worlds will need to make a change in their INI file.
[GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
You guys should be able to add this setting to players' Skyrim.ini files - there are CK functions for that. I'm not sure if functions exist yet for you to check if it's there already - you may have to ask the SKSE guys to add one.
I'll recommend that morcroft have the code to add the setting it the http://www.darkcreations.org/forums/topic/806-common-worldspace-heightmap/ he's working on. But for those of you not using that, I recommend you add it. It will save on user complaints from people that forget to add it (or don't read readmes).
You guys should be able to add this setting to players' Skyrim.ini files - there are CK functions for that. I'm not sure if functions exist yet for you to check if it's there already - you may have to ask the SKSE guys to add one.
I'll recommend that morcroft have the code to add the setting it the http://www.darkcreations.org/forums/topic/806-common-worldspace-heightmap/ he's working on. But for those of you not using that, I recommend you add it. It will save on user complaints from people that forget to add it (or don't read readmes).
You don't need custom scripts, just and ini file to be uploaded with the mod.
On the other hand, maybe a player might want to spend some time in the safe zone without uninstalling the province mod(s), and wants to use the better physics for that time.