Any tutorial to create custom collision objects?

Post » Thu Jun 21, 2012 12:15 am

Any out there?
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SEXY QUEEN
 
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Post » Wed Jun 20, 2012 10:14 am

What do you mean? You can use collision planes, cubes, and spheres where you need unique, static collisions.
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Stacey Mason
 
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Post » Wed Jun 20, 2012 2:59 pm

where in CK or exporting? I need to make complex shapes and export to have static collision models that the player can interact with ...
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Eddie Howe
 
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Post » Wed Jun 20, 2012 2:19 pm

where in CK or exporting? I need to make complex shapes and export to have static collision models that the player can interact with ...
Currently you can't have any custom made static objects with collisions other than made from primitive shapes. Neither Blender nor 3DS support compresssed collisions right now.
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Lil Miss
 
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Post » Wed Jun 20, 2012 3:45 pm

What we really need is collision primitives we can move around with scripts.
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Catherine Harte
 
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Post » Wed Jun 20, 2012 10:03 pm

so many bugs , so many impossible features , I wonder why they made this game even more difficult to mod !
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Joie Perez
 
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Post » Wed Jun 20, 2012 9:47 pm

Well, to be fair - notice how they didn't release any plugins or external tools. Those are all third party so while we do have the features in the CK to import 3d it's clearly not something they support. The CK, it seems, is only here to support production with vanilla assets. Anything more and we have to rely on third party tools.

You can create ConvexVerticesShape collisions if you want to Havok movable items. If you don't want them to be movable you just set the RigidBody setting accordingly.

The CompressedMeshShape collisions haven't yet been decoded for nifskope users but you can still use ConvexVerticesShapes - you just have to be careful about both collision types interacting with each other. In one case I read, someone using ConvexVerticesShapes has tris disabled in their collision object just by having them intersect with CompressedMeshShape tris.
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Kyra
 
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Post » Wed Jun 20, 2012 2:30 pm

I want to make more complex shapes like static objects that interact passively with the 'players , like walls , ships , rocks or the like , I hav tried toreplace nitrishapes in one of the vanilla one using the same collision but for some reason I end up with invisible stuff ... weird couse I can work fine with armors now altough needing to follow almoust a magic rithual each time to make something new work ingame ...

And seems nobody is working on the 3dsmax plugin now?
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SWagg KId
 
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Post » Wed Jun 20, 2012 3:15 pm

but for some reason I end up with invisible stuff ...
I mentioned invisible stuff issue and potential "fix" in other thread - http://www.gamesas.com/topic/1363372-3ds-max-2012-please-i-need-help/page__view__findpost__p__20570736
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Adam
 
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Post » Wed Jun 20, 2012 8:53 am

I don't undersand what's the fix ?
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WTW
 
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Post » Wed Jun 20, 2012 3:27 pm

I don't undersand what's the fix ?

Don't use latest version of Figment's exporter as it breaks things, especially statics. So the "fix" is to revert back and use 3.7.1 version - with this I have no problems with invisible meshes, while with latest version all statics will be invisible in game and CK.
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Penny Flame
 
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Post » Wed Jun 20, 2012 9:04 pm

Oh My ... how I get now an older version , the last time I did I had all sort of problems ....

isn't possible to fix this exporter what's figment saying?
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Undisclosed Desires
 
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Post » Wed Jun 20, 2012 4:19 pm

Oh My ... how I get now an older version

It can be dowloaded easily from http://skyrim.nexusmods.com/downloads/file.php?id=5622. And with 3.7.1 version there are far less problems than with latest one.
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Life long Observer
 
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Post » Wed Jun 20, 2012 10:21 pm

how about the non importing propermeshes like the ship nifs?
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Chenae Butler
 
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