Changing the collision mesh for characters/player?

Post » Sat Mar 20, 2010 10:55 am

Hello, everyone! for a mod I'm working on, we had to scale down everything in the world (including the characters and the player) to half-scale (0.5). I noticed what I thought was a bug when I tried that. The player couldn't walk through door-ways and other openings. I assumed at the smaller size the game switched everything to simple box collision. I made the collision visible through the console, and here's what I saw...

http://i14.photobucket.com/albums/a345/ShinraSoldier3/ScreenShot285.jpg
http://i14.photobucket.com/albums/a345/ShinraSoldier3/ScreenShot287.jpg

the game scaled my character down correctly, but it forgot to scale down the collision! that's why I can't fit through openings. :P

is the collision hard-wired? or is there a collision mesh for characters somewhere? I tried looking for it, but I haven't seen anything. using player.setscale and setting a lower value for the height on the npc profile doesn't scale the collision down... <.< just the model!
urgggggh.

if anyone has any ideas, I'd appreciate 'em! thanks. :)
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anna ley
 
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Post » Fri Mar 19, 2010 11:27 pm

I am not sure about doing it with the palyer, but I had a similar issue with the monorail in my mod, It was scaled down to fit the metro tracks, but the collision was way off. So, I imported my scaled down monorail nif into blender and scaled down the collision in there. Then exported to a new nif (which didn't work). So I copied the collision from the blender made nif to my scaled down nif and it worked. You could do the same or similar with the player, but you would somehow have to swap to a new player object in your mod; and that's the part I don't know how to do.
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MarilĂș
 
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Post » Sat Mar 20, 2010 3:02 am

I don't know whether that box you are seeing is hardcoded or what- its not actually part of the actors actual in game collision- which is made of several capsules shapes that fit the character pretty well, as seen in your screen shots. Might be the bounding box in the skeleton.nif. the same place as the collision is found. You can mess with all that in nifskope and change its dimensions etc. But I don't know if that is actually what that is or if changing it in nifskope will have any effect in game. never tried.
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Krystal Wilson
 
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Post » Sat Mar 20, 2010 4:28 am

I thought it might be inside skeleton.nif! I was already messing with some values in nifskope... it doesn't seem to have any effect. :(
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CHANONE
 
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Post » Sat Mar 20, 2010 11:36 am

It's the BSbounds in Skeleton.nif that control it, I believe. You can only switch skeletons on the fly by making the player a child, though.
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Taylrea Teodor
 
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