» Sat Nov 17, 2012 2:41 pm
Alright, one simple static object tree. I'm using treepineforest02.nif as a walkthru example, your tree may be different but same principles apply.
1. Insert a BSFadeNode.
2. In block details of the BSTreeNode, change Num Children to 0 (zero) and update the array. The BSMultiBoundNode should now be free.
3. Expand the BSMultiBoundNode until you find the lines of NiTriShapes (buried under NiNodes).
4. In block details of BSFadeNode, enter the number of NiTriShapes in Num Children and update the array. Expand the Children array and enter the line number of each NiTriShape you found above.
5. Expand the BSMultiBoundNode until you find the line of bhkCollisionObject. Enter that line number in block details of BSFadeNode Collision Object.
6. Still in block details of BSFadeNode, find Num Extra Data List and change the number to 1. Update the Extra Data List array.
7. Expand Extra Data List array and enter the line number of the BSXFlags.
8. You now have everything you need. Right click on BSTreeNode and Remove Branch. Right Click on BSMultiBoundNode and Remove Branch. You should now have a BSFadeNode with all your NiTriShapes, a BSXFlags node and a bhkCollisionObject node.
9. Go through each NiTriShape, make sure the Consistency flag is CT_Static in NiTriShapeData.
10. In the example I went through a couple of the Tri's have NiSkinInstance branches. Remove any of those. If you find these also remove SLSF1_Skinned from the BSLightingShaderProperty Shader Flags 1 properties.
11. Look at each TriShape BSLightingShaderProperty branch and remove Shader Flags 2 - SLSF2_Tree_Anim property. Make sure all Texture Clamp Mode is set to Wrap_S_Wrap_T.
You should now have a static tree model. Create it as a static object in the CK. Barring any other properties I missed (other trees might be different) it should work just fine.