nif appears below ground

Post » Sat May 28, 2011 6:33 pm

Hello,

I made a "new" model by fiddling together some existing pieces and retexturing them in nifskope. now, if I place it in the CS on the ground and load a game, this object appears below the ground... I don't know whats causing this, but is has probably sth to do with the nif. would be very nice, if someone could look into this.

http://rapidshare.com/files/357615632/MM_Tent01_folded.7z.html
http://www.file-upload.net/download-2308637/MM_Tent01_folded.7z.html

hm, first dl-link doesn't seem to work...
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Rachell Katherine
 
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Post » Sat May 28, 2011 3:21 pm

Check the position of the bounding box in Nifskope, make sure that it's roughly the same size as the NIF.
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Chad Holloway
 
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Post » Sat May 28, 2011 1:33 pm

hm, it doesn't have a bounding box, if it is that greyed out field in the ninode.
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Len swann
 
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Post » Sat May 28, 2011 5:30 pm

I changed collision detection to triangle, removed the rootcollisionnode (because it is a misc object) and updated radius and center for each nitrishape. but that doesn't make any difference... I don't see, what's wrong with this nif :shrug:
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bimsy
 
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Post » Sat May 28, 2011 3:39 pm

Here you go: http://www.nicholiathan.com/morrowind/MM_Tent01_folded.nif

I used blender to raise the model up so the bottom is at 0 on the z axis. It can be does in nifSkope by transforming each node but is much easier in blender where the nodes can be joined, moved as a unit in edit mode and then the changes applied in object mode.
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Invasion's
 
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Post » Sun May 29, 2011 2:34 am

in nifskope- instead of moving each node individually- you can create a ninode and make all the nodes you want to uniformly move together as child nodes. then transform the parent node, and the child nodes will all move together as one. then apply transfroms, then you can remove all the children from that parent node and delete it. you can of course do this with the root node, which will affect all its children uniformly. and then apply transforms on that. then apply that transform onto the next ninode. then apply that transform onto the shapes bellow that... ect, until everything is zeroed

in this case the nitrishapedata blocks had transforms in them- some with negative z values. just go through each trishape, one by one, and rightclick>transforms>apply. that should center the object nodes at 0xyz in object space.
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Kat Lehmann
 
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Post » Sat May 28, 2011 3:30 pm

Nicholiathan, I have to thank you, though there was no problem with the nif in the first way, merely with the stupidity person, who put a special script on the item in the CS...
I wondered why the item sank into the ground, when I dropped it ingame (which you corrected kindly), so I wrote a script to lay it correctly to the players feet. I never assumed before, this applies to every item placed in the world ;)

I also thank Ghogiel for sharing this info about doing so in nifskope, because I would not be able to do it in blender, if I need to do sth like this again!
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Kaylee Campbell
 
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