Mesh Replacements Clipping through world

Post » Sat May 28, 2011 1:35 am

I have an issue with a pewter replacer I'm working on:
http://imgur.com/gMNW7.png
On the left is how they appear when placed as usual, and on the right is how they appear when I place them ingame.
I've tried adjusting the origin of the meshes, but that doesn't seem to have any effect.

I get the same issue with a scroll replacer I'm using:
http://imgur.com/dxmGd.png

Any help on fixing this would be really useful!
And the pewter meshes aren't mine, they're the optional Dwemer meshes included with Armed_Defender's mesh improvements.

Also, this is a lazy crosspost from http://forumplanet.gamespy.com/morrowind_cs_general/b49689/20646062/p1/?0. Sorry!

If anything is explained poorly, just say and I'll try and be more understandable.
Thanks in advanced!

Edit:
Apparently no embedded images? Oh well.
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Kitana Lucas
 
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Post » Sat May 28, 2011 4:24 am

When you export the .nifs, make sure the bottom of the mesh is on top of the,, umm I don't really know what you would call it, I'll just call it the default grid plane in your 3d editor. If you are using blender, put the bottom of the cup on the on the center of the grid and then export it.
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Michelle Chau
 
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Post » Fri May 27, 2011 6:42 pm

Do I need to reexport the meshes?
I've tried moving them around in NifSkope, but there doesn't seem to be any effect ingame.
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Amie Mccubbing
 
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Post » Fri May 27, 2011 8:57 pm

Yea, just reexport them, I'm not sure If you can change an objects location in nifscope.
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Soph
 
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Post » Sat May 28, 2011 10:37 am

Apparently you can, along with the rotation and scale and such, but it doesn't seem to have any effect ingame.
Time to set up Blender.

Edit:
Okay, I fixed the origin in Blender, but I've now noticed that the bounding box around the mesh (I presume it is used for collision) extends under the actual mesh far more than it should.
I don't know how to edit that, though. Any pointers?
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Ridhwan Hemsome
 
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Post » Sat May 28, 2011 10:12 am

Okay, I fixed the origin in Blender, but I've now noticed that the bounding box around the mesh (I presume it is used for collision) extends under the actual mesh far more than it should.
I don't know how to edit that, though. Any pointers?
In NIFskope, right click the Bounding Box node, Bounds\Edit
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Thomas LEON
 
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Post » Fri May 27, 2011 7:09 pm

This particular mesh doesn't seem to have a bounding box, just two root collision nodes.
I'll try experimenting with them, but I'm not convinced I'll achieve anything.
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Juanita Hernandez
 
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Post » Sat May 28, 2011 6:39 am

I fixed this by using NifSkope to make sure the NiTriShape and RootCollisionNode were both translated to 0,0,0 and that their scales were both 1.
Then just move the mesh in Blender to ensure it sits correctly.

Thanks for all the help, I wouldn't have got so far without it. :)
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Stryke Force
 
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