Custom collision

Post » Wed Dec 15, 2010 11:40 pm

Hi there
Im relatively new to fallout 3 modding, and while the geck is easy to learn, i have to get used to the changes in modelling. So, i followed a couple of tutorials, and learned from my mistakes, to get to the following conclusions:
1. A non-armor model requires a fadenode (or whatever its called) instead of a ninode. However, when i export my models using the correct fo3 options, it doesnt contain a fadenode but a ninode. The only way to make my model work ingame is to copypaste the model branch into a vanilla item.
2. I cannot copy a collision item because it somehow requires the ninode it was exported with. This leaves me no other choice than using vanilla colision for custom models, but its really hard to find a good match.

So, i was hoping someone could either dissapoint me by telling me that there is no such thing as custom collision, or make me really happy by pointing me on that stupid mistake, or that step missed

If this post is full of typing errors, i apologize. Damn iphone keyboards...

Thank you for reading.
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Noely Ulloa
 
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Post » Wed Dec 15, 2010 10:55 pm

Simply double click the top NiNode and rename it to a BSFadeNode, as for making collision, this tutorial explains easily explains every step.

http://sites.google.com/site/saidenstorm/oblivionandfallout33dsmaxcollisiontutori2
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lucy chadwick
 
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Post » Thu Dec 16, 2010 1:33 am

Thanks - i feel kinda stupid now >.>
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Manuel rivera
 
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Post » Wed Dec 15, 2010 12:22 pm

Thanks - i feel kinda stupid now >.>


The newest version of blender allows you to export as a BSFadeNode you'll see it on the right side of the export window. Just toggle the box and your done.

cev
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BEl J
 
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