How do I make a static crystal ball invisible with NifSkope

Post » Fri May 27, 2011 10:28 pm

A search in the construction set threads of the word invisible only returned about 5 posts...
wow...only 5?

Can anyone tell me how to tweak a nif in NifSkope so that it is invisible in th game?

I need a copy of the the static (will not fall) Crystal ball nif to have all its collision and vertices's (so that it can be selectable for activation) but not be visible.

Thanks!
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marina
 
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Joined: Tue Mar 13, 2007 10:02 pm

Post » Fri May 27, 2011 10:55 pm

Never mind I guess...

I worked it out on my own.

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Matthew Barrows
 
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Joined: Thu Jun 28, 2007 11:24 pm

Post » Sat May 28, 2011 7:09 am

What did you end up doing?

I've asked before about a trick to make things invisible by messing with the textures, but I've never gotten a solid answer.
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e.Double
 
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Post » Sat May 28, 2011 5:59 am

What did you end up doing?

I've asked before about a trick to make things invisible by messing with the textures, but I've never gotten a solid answer.


You could just remove the texturing property branch (so it has no texture), add an alpha property (if not already there) and set the alpha value in the material property to 0. You could do the same with the texture in place, but there is really no point in doing that.
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Nick Tyler
 
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Post » Sat May 28, 2011 3:13 am

oh man!
Where where you 2 days ago? <_<

But actually I did try using a "clear" alpha property from textures that had "holes in them"
and also deleting the texturing property branch but neither did the trick.
I only ended up with a "gray" object in the game.

What I discovered did work was to switch the "has base image" from yes to no.

NOW with this new trick in my bag I can do several ideas I have been wanting to do for years but needed invisible activator objects!

Wooo hooowww!!! :twirl:


But as long as I have your attention, do you have any idea how to make a target spell know it hit a tree?

I am attempting tricks with the sound detection, but I am not sure it is going to work in th end because the spell may not make "materials" collision sounds when hitting such things.

But maybe there is a way to get the model path using cell walking?

You could just remove the texturing property branch (so it has no texture), add an alpha property (if not already there) and set the alpha value in the material property to 0. You could do the same with the texture in place, but there is really no point in doing that.

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Tyrone Haywood
 
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Joined: Sun Apr 29, 2007 7:10 am

Post » Fri May 27, 2011 10:20 pm

I was able to do it with ref walking and some checks for distance and angle.
Works just as I wanted it to..er...at first.

I really wish there was a "TargetREF.GetCollsionSound" command in OBSE!

Then I could test for ANY surface made from wood!

oh well....



But as long as I have your attention, do you have any idea how to make a target spell know it hit a tree?

I am attempting tricks with the sound detection, but I am not sure it is going to work in th end because the spell may not make "materials" collision sounds when hitting such things.

But maybe there is a way to get the model path using cell walking?

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Katie Louise Ingram
 
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Joined: Sat Nov 18, 2006 2:10 am


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