Help needed, please!

Post » Tue Jun 15, 2010 12:10 am

The title says it all,

It's a nif I've patched up to make a camp (http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20A%20Bard%20s%20life/bardcampCS.jpg, http://www.4shared.com/file/J4o2P2ML/aa_bard_camp.html)

I've read that I need to create a low poly version of my nif but creating actual models is beyond my reach right now.
I will enventually get round to learning (I was going to say more...) something about modelling but right now, I really really want to sleep under my tent without having rats walk right through it :huh:

Any help would be greatly appreciated :sad: (yes, using puppy dog eyes is a cheap trick but I'm desperate)
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Bethany Watkin
 
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Post » Tue Jun 15, 2010 7:45 am

Test your model ingame, it should already have collision by its triangles by default. Only some very large or weird constructs sometimes fail to have a working collision. The additional collision mesh is only needed to flatten surfaces for better walking on or in case your mesh needs collision at places where it normally wouldn't have any. ;)


TheDaywalker :rock:
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tiffany Royal
 
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Post » Tue Jun 15, 2010 1:24 am

Test your model ingame, it should already have collision by its triangles by default. Only some very large or weird constructs sometimes fail to have a working collision. The additional collision mesh is only needed to flatten surfaces for better walking on or in case your mesh needs collision at places where it normally wouldn't have any. ;)


TheDaywalker :rock:

I checked ingame, that's actually how I realized I had no collision. The meshes I put together each have collision individually (checked that ingame) but in my nif, only the stool that has it's own 'root' white box around it had collision.
No idea how I got to that result...
I used the 'root' collision of a doorjamb on my tent's entrance and that also added collision. I guess I cal rebuilt my 4 walls around the tent like that. I'll try again tomorrow.
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tegan fiamengo
 
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Post » Mon Jun 14, 2010 11:18 pm

I checked ingame, that's actually how I realized I had no collision. The meshes I put together each have collision individually (checked that ingame) but in my nif, only the stool that has it's own 'root' white box around it had collision.
No idea how I got to that result...
I used the 'root' collision of a doorjamb on my tent's entrance and that also added collision. I guess I cal rebuilt my 4 walls around the tent like that. I'll try again tomorrow.



EDIT: It's now tomorrow! I've statrted building my camp from scratch. I started with the tent, checked it had collision, then added the clothes, which also still have collision! What can I say, new day new rules...
I don't know what I did the first time round... Oh well, I'll keep going at my snailpace and add bits one by one, see if all those bits have collision.

Arff, I meant to edit my previous post, not reply to myself...

A proper edit this time...
I've rebuilt my mesh and it's fine BUT it loses all collision when I use the PlaceAtPC function (via script and dialogue) to well, place it in world. Any idea why it's like that? are work around it?
The good news is, it's not a mesh problem...
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Silencio
 
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Post » Mon Jun 14, 2010 6:41 pm

-clip-
I've rebuilt my mesh and it's fine BUT it loses all collision when I use the PlaceAtPC function (via script and dialogue) to well, place it in world. Any idea why it's like that? are work around it?
The good news is, it's not a mesh problem...

IIRC, objects that are added with PlaceAtPC need to be disabled then enabled in the script to gain collision. Otherwise the player would need to leave then return to the cell where the object has been placed for the collision to work.
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Angela Woods
 
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Post » Tue Jun 15, 2010 5:49 am

IIRC, objects that are added with PlaceAtPC need to be disabled then enabled in the script to gain collision. Otherwise the player would need to leave then return to the cell where the object has been placed for the collision to work.

Aha, I'll try that, thank you!
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kyle pinchen
 
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Post » Mon Jun 14, 2010 4:32 pm

Looks great, if you can figure out how to place it without it loosing collision it would be a nice mod for adventurers that use NoM 3.0 which will require tents for sleeping in camp on rainy nights.
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brenden casey
 
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Post » Tue Jun 15, 2010 6:27 am

Looks great, if you can figure out how to place it without it loosing collision it would be a nice mod for adventurers that use NoM 3.0 which will require tents for sleeping in camp on rainy nights.

Thanks, I've changed the mesh a bit to make it smaller so it doesntt need great length of levelled terrain.
I'm trying to make this work for my bard mod and I do have NOM in mind, which is why there is no bedroll or fire.

Anyway, I did check that changing cell indeed put collision on the mesh so now I'm trying to place/disable/enable with my script.
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Laura-Lee Gerwing
 
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Post » Tue Jun 15, 2010 7:26 am

Good luck, I've never seen such a cute and complete little campsite before. It'd be great if you could get it working the way you want in game have you tried looking at some of the placeable tent mods for help with the script? I think I remember there being a few... Like this one maybe: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3339
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danni Marchant
 
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Post » Mon Jun 14, 2010 9:05 pm

Good luck, I've never seen such a cute and complete little campsite before. It'd be great if you could get it working the way you want in game have you tried looking at some of the placeable tent mods for help with the script? I think I remember there being a few... Like this one maybe: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3339

yes, I did my homework, they use a dummy tent that is dropped and under certain conditions (not in town, water..) replaced by the real thing. I see nothing in the scripts that show that the item is disabled then enabled... I'm trying a few more things and might end up having a droppable tent as well...
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james tait
 
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