Interior Collision

Post » Fri Oct 29, 2010 2:57 am

I don't realy know where to put this topic since it's not realy GECK related [I think]? But anyways; Heya guys! I'm working on a new mod right now that features new interior meshes. So far I managed to export everything correctly so that everything works in the GECK. But on testing the interior mesh ingame I stumbled upon a weird bug, THe mesh seems to have a collision mesh but my character still falls through the floor when I tries to walk through the interior. Here's a screenshot of the mesh in nifskope; http://i46.photobucket.com/albums/f119/Geonox_2/collision.jpg As you can see there is a collision mesh still im unable to walk....how do I solve this?
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Iain Lamb
 
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Post » Thu Oct 28, 2010 9:25 pm

Anything mod making related goes in the GECK forums.

As for your problem, post the nif so we can look at it.
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RAww DInsaww
 
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Post » Thu Oct 28, 2010 3:59 pm

Anything mod making related goes in the GECK forums.

As for your problem, post the nif so we can look at it.



Okay thanks ill do that from now on. As for the nif file here it is;

https://rcpt.yousendit.com/997841571/713ccd0eb5907e5f1cf503699b0e1432

it's a yousendit file so I hope you can download it but it should work I guess. Please help me out with this one I have no idea what's wrong with it?
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Shae Munro
 
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Post » Thu Oct 28, 2010 8:33 pm

you most likely copy/pasted over only the data node of the collissionbranch
you need however to copy the whole branch as the node above the data node holds info to your collission, or maybe your normals where the wrong way around when you created the mesh... could have lots of reasons, hard to say without you describing how you created it
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Stay-C
 
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Post » Thu Oct 28, 2010 8:00 pm

you most likely copy/pasted over only the data node of the collissionbranch
you need however to copy the whole branch as the node above the data node holds info to your collission, or maybe your normals where the wrong way around when you created the mesh... could have lots of reasons, hard to say without you describing how you created it


Yeah I only copy pasted the data node. But I just tried to copy paste the whole branch but it gives me a ctd when I try to enter the cell so it seems to corrupt my file as well. I'm using 3d max and to me it seems logical I can also just export it directly from max without the nifskope copy paste thing right? I only still haven't figured out how to do this...
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Rex Help
 
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Post » Fri Oct 29, 2010 12:15 am

The max nif scripts havn't been updated in, I think years by now.

So I imported it into blender and indeed, the collision is non existent.

Give this a try.
http://www.mediafire.com/?cvz9htzmf4m66d6
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RaeAnne
 
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Post » Thu Oct 28, 2010 6:09 pm

Yeah I only copy pasted the data node. But I just tried to copy paste the whole branch but it gives me a ctd when I try to enter the cell so it seems to corrupt my file as well. I'm using 3d max and to me it seems logical I can also just export it directly from max without the nifskope copy paste thing right? I only still haven't figured out how to do this...


If you're a max user I would highly recommend Saidenstorm's collision mesh http://sites.google.com/site/saidenstorm/oblivionandfallout33dsmaxcollisiontutori2. It's easily the best reference I've seen on the subject.
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Vivien
 
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Post » Fri Oct 29, 2010 4:19 am

The max nif scripts havn't been updated in, I think years by now.

So I imported it into blender and indeed, the collision is non existent.

Give this a try.
http://www.mediafire.com/?cvz9htzmf4m66d6


Yeah that's what I thought it's a shame I'm a max user and it's kind of a hassle to build something in max then import it into blender again and export it again, it's like double the amount of work but I guess if that's the way it's going to work then I'll just stick to that. I also think my mesh was to complex because I also exported some simple static meshes and they seem to work? I'm also thinking about splitting this mesh up and putting it back together in the editor. I read somewhere that when I have different lightsources the mesh it going to be rendered multiple times according to the amount of light sources. Since I have a few light sources that only work in small area's mabey it's wise to just split the mesh up to avoid unnecessary triangles to be rendered.

but I just did some tests ingame with your mesh and it works perfectly! So I'll just try to do this in blender!

Thanks!

If you're a max user I would highly recommend Saidenstorm's collision mesh http://sites.google.com/site/saidenstorm/oblivionandfallout33dsmaxcollisiontutori2. It's easily the best reference I've seen on the subject.


Yeah I was looking into that last night. But it's kind of confusing because he does 6 different ways of making a collision mesh in one tutorial so it was kind off confusing me. But I'll look into that today as well. Like I said before it seems that the collision mesh in max only works for smaller objects somehow? Or let's say less complex objects. But thanks as well for your help!

I'll keep you guys posted with my progress :)!
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Kaley X
 
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Post » Thu Oct 28, 2010 10:57 pm

Yeah I was looking into that last night. But it's kind of confusing because he does 6 different ways of making a collision mesh in one tutorial so it was kind off confusing me. But I'll look into that today as well. Like I said before it seems that the collision mesh in max only works for smaller objects somehow? Or let's say less complex objects. But thanks as well for your help! I'll keep you guys posted with my progress :)!


Don't be intimidated by the tutorial. It's not really 6 different ways of making a collision mesh.. it merely shows you the 6 different types of collisions that can be made. In reality, all of the collision meshes in the tutorial are made using the exact same procedure.

It's absolutely not true that collision meshes in max only work for smaller or less complex objects. I think the tutorial just tried to keep the objects simpler/smaller so that anybody could follow along with it. I've made some very complex and large collision meshes using the techniques in that tutorial... the packed strips shape(mopps) collision type is very well suited to complex objects.

It's really not necessary to use a separate program for collision meshes. Max is perfectly capable... and it's what the game developers use too.
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Andrew Tarango
 
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Post » Fri Oct 29, 2010 4:38 am

Don't be intimidated by the tutorial. It's not really 6 different ways of making a collision mesh.. it merely shows you the 6 different types of collisions that can be made. In reality, all of the collision meshes in the tutorial are made using the exact same procedure.

It's absolutely not true that collision meshes in max only work for smaller or less complex objects. I think the tutorial just tried to keep the objects simpler/smaller so that anybody could follow along with it. I've made some very complex and large collision meshes using the techniques in that tutorial... the packed strips shape(mopps) collision type is very well suited to complex objects.

It's really not necessary to use a separate program for collision meshes. Max is perfectly capable... and it's what the game developers use too.


I just did the tutorial and it's doable. At least I was able to follow it through untill the end. However when I imported my mesh ingame it still didn't show up? So there's defenitely something wrong with the nif, it still doesn't seem to work. I guess im doing something wrong somehow because Im only able to get the object ingame through copy paste work in nifskope. Which makes the interior show up perfectly but the collision is again not working. So I really don't understand what im doing wrong here. Anyways Ill try to do some tests with just a simple plane mesh to see if I can get the collision to work. Other than that if someone has any suggestions in the meantime, Or if someone can link me to a blender tutorial [I was unable to find one?] so I can try it that way?
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Heather beauchamp
 
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Post » Fri Oct 29, 2010 6:12 am

Artisten and I produced a video/documented tutorial on Blender, GIMP and NifSkope that may be of interest to you, link can be found in my sig.

The process of importing a mesh into Fallout3/NV is simpler than my document describes in one way - you can now directly save from Blender and load into Fo3/FNV, you don't have to do anything in NifSkope first.

I still think that Echonite made the best tutorial on Collision I have ever seen, I don't have the link in front of me, but his was Really nice (a YouTube) and I learned collision from him that way.

I agree with the other sentiments - don't give up! It seems intimidating, but once you get the hang of it, you'll love it. :)

Luck!

Miax
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Kerri Lee
 
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Post » Thu Oct 28, 2010 8:58 pm

Maybe it will help if I tell you how I set up collisions in Max. It's basically the same as SaidenStorm's tutorial... but probably not word for word. There might be something left out... but this always seems to work for me.

Here's what I do when setting up collisions in Max:


For the mesh/object you want to have collision... center it's pivot point (Affect Pivot Only => Center to Object) and use the Reset XForm Utility on it... collapse the XForm modifier after doing so

Clone the mesh/object you want collision on... name this clone something obvious like collision. Make sure the clone is a unique "copy" and not an instance.

Attach the bhkRigidBody Modifier to the cloned "collision" object. In the modifier rollout select Packed Strips Shape.

Create the bhkRigidBody helper(Goto Create => Helpers => NifTools = bhkRigidBody).

In the parameters rollout for the bhkRigidBody helper, under "Collision meshes" click the add button and select the cloned collision object you made earlier. All of the other parameters listed here should work fine for a static object by default in my experience.

With the bhkRigidBody helper still selected, use the align tool and align it with the mesh object's pivot point.

Use the select and link tool to make the bhkRigidBody helper a child of the base mesh object(NOT the cloned collision object). I always hide the collision object first so I can select the base mesh easily.



Following the above procedure always works fine for me... with no post export work needed in Nifskope either. After you do it a few times, it only takes several minutes.

A few side notes... you probably shouldn't always use the Packed Strips Shape because it might not be the best for performance. I only chose it here because it works for just about any shape. For example, on a simple planar object, you could use the "Axis Aligned Box" or the "Oriented Box" collision types and get better performance presumably.

Also, directly cloning a complex object might not be the best idea either... it's probably best to create a more optimized/simpler object to serve as the basis for your collision meshes. That said, I haven't bothered making optimized meshes for my collisions yet... and the frame rates are still good in game for me.

Hope this helped.
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Sabrina garzotto
 
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Post » Thu Oct 28, 2010 7:07 pm

I havent done any tests yet with exporting one single simple plane mesh to see if the collision works but I tried to do it again with a more complex mesh and again it doesn't seem to work. For some reason the file is corrupted when I try to import it from max into the editor, at least it doesnt show up. So again here's the file that I made I have no idea why it's not working. I linked everything correctly etc. I was thinking that mabey it doesn't work because it's an object that consists out of several objects. Mabey that's why the collision doesn't work. However it does show it has a collision mesh in nifskope? Anyways if someone could again have a look at this mesh it would be awesome? Mabey someone can tell what's wrong with it or what I'm doing wrong here?

I must be doing something wrong myself but I have no idea what?

Link to new nif;

https://www.yousendit.com/download/ cEd0SXR6QzdRYTljR0E9PQ

btw thanks for your help so far guys! :) I hope were able to figure out what the problem is?
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lisa nuttall
 
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Post » Thu Oct 28, 2010 5:53 pm

Uhm what version of max do you have? I use 3dsmax 2009 and have no prob to import meshes with collisions, I'm doing some new interiors too.

This is what I do:

1 - create the model
2 - add bhkRigidBody Node
3 - then I duplicate the main mesh, optimizing it to get less polys as possible because this one mesh will be the collision.
4 - After the collision mesh optimization I add to it a bhkRigidBody Modifier
5 - Then I select the node, click to add on the menu' on the right and select the collision
6 - then I export from max to nif
7 - open nifskope load up the mesh and modify the current stuff:

Rename NiNode to BSFadeNode
On BSXFlag I set it to 2
On each NiTriStrips on BSShaderPPLighing I go to the bottom on Shader Flags, and deselect everything except SF_ZBUFFER_TEST, SF_EMPTY, SF_UNKNOWN_31

8 - Save the nif again and try in the geck.

And remember the collision mesh would be better to be a unique model, so attach the whole collision before exporting.

I know is not really clear, if you want I can send you some of my files if you want to take a look.

PS: The link to your nif doesn't work
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Milagros Osorio
 
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Post » Thu Oct 28, 2010 6:51 pm

The download link for your .NIF file does not seem to be working.

Perhaps it would be best if you posted the .3ds file along with the .NIF file. This way, I could try to set up the collision myself in max.

For some reason the file is corrupted when I try to import it from max into the editor, at least it doesnt show up.


Are you saying that your mesh does not show up when you try to use it with the GECK?

This might not fix the problem and maybe you already know this, but after exporting a mesh from max you need to change the root node to a BSFadeNode. And you also need to edit all of the BSShaderPPLightingProperty blocks... I usually disable all of the shader flags in the block details except for SF_EMPTY and SF_UNKOWN31. I've found that if I don't do this, the mesh won't show up in the GECK. Worth a try anyway.
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Rachel Tyson
 
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Post » Thu Oct 28, 2010 3:13 pm

Heya! Sorry for not replying earlier...School is killing me lol! Final weeks until my evaluation of this semester so things are kinda stressful here ;)! Anyways I tried it agian but it doesnt work! :(

Here's the nif again +the max set up [hope it works this time]

https://www.yousendit.com/dl?phi_action=app/orchestrateDownload&rurl=https%253A%252F%252Fwww.yousendit.com%252Ftransfer.php%253Faction%253Dbatch_download%2526send_id%253D1002058749%2526email%253D246c22305c67562e6cfc2282aeb8262f
https://www.yousendit.com/dl?phi_action=app/orchestrateDownload&rurl=http%253A%252F%252Fwww.yousendit.com%252Ftransfer.php%253Faction%253Dbatch_download%2526batch_id%253DcEd1NWNpSWVrWTljR0E9PQ

if it doesnt work try this;

http://www.yousendit.com/download/cEd1NWNpSWVrWTljR0E9PQ
http://www.yousendit.com/download/cEd1NWNpSWVRWUkwTVE9PQ
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helliehexx
 
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Post » Fri Oct 29, 2010 1:14 am

I took a look at the .NIF file you posted and got it working in game.

The collision mesh was set up correctly and works in game. However, you did not convert the root NiNode to a BSFadeNode and you did not get rid of the unnecessary shader flags under the BSShaderLightingProperty blocks as mentioned in previous posts. That's all I had to change to get the mesh working in game.

I also applied a generic metal texture to everything and tested/walked on it in game to verify the collision worked ok. I've posted a screenshot of my in-game test as proof along with the .NIF file after I made the changes mentioned above. The .NIF file does not have textures assigned yet, as I removed the ones I used... so you will have to add those in yourself if you plan on using the file. However, I would encourage you to go through the process yourself... because it's standard practice when exporting from Max and you will need to understand it if you plan on exporting more models in the future.

I also noticed that some of the NiTriStrip entries were missing a BSShaderLightingProperty block. I'm not sure, but perhaps this is because you did not assign them a material yet in Max.


http://s1001.photobucket.com/albums/af136/Phant0m32_photos/?action=view¤t=Test.jpg

http://www.megaupload.com/?d=9CO79QPD
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Zualett
 
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Post » Fri Oct 29, 2010 1:28 am

I took a look at the .NIF file you posted and got it working in game.

The collision mesh was set up correctly and works in game. However, you did not convert the root NiNode to a BSFadeNode and you did not get rid of the unnecessary shader flags under the BSShaderLightingProperty blocks as mentioned in previous posts. That's all I had to change to get the mesh working in game.

I also applied a generic metal texture to everything and tested/walked on it in game to verify the collision worked ok. I've posted a screenshot of my in-game test as proof along with the .NIF file after I made the changes mentioned above. The .NIF file does not have textures assigned yet, as I removed the ones I used... so you will have to add those in yourself if you plan on using the file. However, I would encourage you to go through the process yourself... because it's standard practice when exporting from Max and you will need to understand it if you plan on exporting more models in the future.

I also noticed that some of the NiTriStrip entries were missing a BSShaderLightingProperty block. I'm not sure, but perhaps this is because you did not assign them a material yet in Max.


http://s1001.photobucket.com/albums/af136/Phant0m32_photos/?action=view¤t=Test.jpg

http://www.megaupload.com/?d=9CO79QPD


Thanks so much! I tried it myself and it works!!!! :foodndrink: Now I can continue working on this mod, ill try to redo the first meshes I made as well since they can use some vertex coloring :)! Again thanks so much :)!
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AnDres MeZa
 
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