Re-sizing Models?

Post » Wed Jun 20, 2012 2:06 am

Hi.
Is there a way to re-size models?

I would like to take the "sabrecattooth.nif" model and re-size it to about half it's size, and call it "Skeever Fang".
As of now the "sabrecattooth.nif" is about half the size of a Skeever's head so it looks a bit weird to claim that that thing came out of a Skeever's mouth. :P

(I don't mean placing the object into the world and re-sizing the object. I mean re-size the actual model.)

Thanks in advance.
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Stryke Force
 
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Post » Wed Jun 20, 2012 3:20 am

as far as I know, you can't edit the models in the CK...you would need to use a 3d program like 3dSMax or blender.

You could just make your custom object, and have a script on it that does a SetScale(0.5) in the OnInit() event...
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priscillaaa
 
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Post » Tue Jun 19, 2012 10:06 pm

as far as I know, you can't edit the models in the CK...you would need to use a 3d program like 3dSMax or blender.

You could just make your custom object, and have a script on it that does a SetScale(0.5) in the OnInit() event...

I will try that, thanks.
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Gisela Amaya
 
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Post » Wed Jun 20, 2012 11:54 am

I'm still curious about the OP's question as there are a few models I'd like to shrink w/o cell children overrides, models for forms which cannot be scripted. If anyone happens to know NifSkope well enough, that is?

*couldn't model their way out of a paper sack*
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Katie Louise Ingram
 
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Post » Tue Jun 19, 2012 10:45 pm

in nifskope you can just adjust the scale at the root node. it will scale the entire model
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Nathan Risch
 
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Post » Tue Jun 19, 2012 9:20 pm

Ooooh, thanks! :smile: Think I see now.

Block List > BSLODTriShape, Block Details > Scale was the one (for snowberries at least).
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Captian Caveman
 
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Post » Wed Jun 20, 2012 9:20 am

in nifskope you can just adjust the scale at the root node. it will scale the entire model

I wanted to try what you just said.
I downloaded nifskope. I extracted the sabrecattooth model. I opened the model with nifskope. -Now what? :tongue:

EDIT:
I found a scale value that I set to "0.4", the image of the model became smaller. I saved my file, and told my item in CK to use the new model as it's model. -But it's still as large as the original sabercat tooth in-game. =(

EDIT #2: Attaching a script to the object works; but only if I pick up the object, then drop it. If it is pre-placed in CK the script doesn't affect it until I pick it up and drop it.
I would rather import a model that is already scaled down.
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Josee Leach
 
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Post » Wed Jun 20, 2012 3:30 am

Not to hi-jack this thread or anything but since this question is related to the topic I thought it might be a good place to ask this.

Would it be possible through scripting to change the size/scale of an NPC when they draw their weapon?

For example: If an NPC (or even the player character) drew a particular weapon they would shrink to half of their normal size, then when they sheathed the weapon they would return to normal size.

I'm assuming the scale is somehow hard coded and you wouldn't be able to change it through scripts but I'm pretty dumb when it comes to this stuff. I was hoping someone with skillz might be able to answer this for me.

Thanks!
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Alexxxxxx
 
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Post » Wed Jun 20, 2012 1:08 pm

Not to hi-jack this thread or anything but since this question is related to the topic I thought it might be a good place to ask this.

Would it be possible through scripting to change the size/scale of an NPC when they draw their weapon?

For example: If an NPC (or even the player character) drew a particular weapon they would shrink to half of their normal size, then when they sheathed the weapon they would return to normal size.

I'm assuming the scale is somehow hard coded and you wouldn't be able to change it through scripts but I'm pretty dumb when it comes to this stuff. I was hoping someone with skillz might be able to answer this for me.

Thanks!

I am guessing that you could do something like this:

event OnEquipped(Actor akActor)   akActor.SetScale(0.5)endeventevent OnUnEquipped(Actor akActor)   akActor.SetScale(1)endevent

and attach it to the sword.
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Kayleigh Williams
 
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Post » Wed Jun 20, 2012 8:45 am

Bump.

EDIT: Still need help with this:
http://www.gamesas.com/topic/1358451-re-sizing-models/page__p__20486088#entry20486088
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Ally Chimienti
 
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Post » Tue Jun 19, 2012 10:25 pm

What about making a duplicate of the sabre cat and using the height and weight settings on the traits tab.
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XPidgex Jefferson
 
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Post » Wed Jun 20, 2012 5:30 am

I am guessing that you could do something like this:

event OnEquipped(Actor akActor)   akActor.SetScale(0.5)endeventevent OnUnEquipped(Actor akActor)   akActor.SetScale(1)endevent

and attach it to the sword.

Thanks a bunch I'll give that a try this weekend! Out of curiosity, I assume the character would just suddenly change size in a blink with this script. If I wanted to have the appearance of the character shrinking or growing I would have to setup some kind of loop and change the scale in increments to try and pull that effect off , correct? Or would there be a better way of doing it?
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CHANONE
 
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Post » Wed Jun 20, 2012 4:45 am

What about making a duplicate of the sabre cat and using the height and weight settings on the traits tab.

It's a sabrecat's tooth, not a sabrecat.
It's a miscobject so it doesn't have any tabs.

Thanks a bunch I'll give that a try this weekend! Out of curiosity, I assume the character would just suddenly change size in a blink with this script. If I wanted to have the appearance of the character shrinking or growing I would have to setup some kind of loop and change the scale in increments to try and pull that effect off , correct? Or would there be a better way of doing it?

I don't know. I would use a loop.
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An Lor
 
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Post » Wed Jun 20, 2012 10:38 am

Thanks a bunch I'll give that a try this weekend! Out of curiosity, I assume the character would just suddenly change size in a blink with this script. If I wanted to have the appearance of the character shrinking or growing I would have to setup some kind of loop and change the scale in increments to try and pull that effect off , correct? Or would there be a better way of doing it?

Last time I tried that, it crashed skyrim. There are some issues with calling the SetScale function repeatedly...among them crashing the game and accidentally teleporting the target (Even if it's the player) high into the sky on occasion.
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Glu Glu
 
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