Creating a Activator

Post » Tue Sep 15, 2009 10:23 pm

How does one add a selectable field to a activator?

I know how to make a new activator from an existing mesh, but I'm not sure on how make it detect when the player is pointing at it for activation as with other selectable activators.

If it most be edited, I do have access to 3Ds Max.
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tegan fiamengo
 
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Post » Wed Sep 16, 2009 1:00 pm

I'm not exactly sure what the question is, but my uneducated guess is that it just uses the collision information to determine what is "selectable" in-game. If you're just trying to make an activator with an existing mesh it will work like normal (hence the assumption it's just using the collision information). Or at least I have yet to encounter a static or anything else really I couldn't turn into an activator.
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Anna Beattie
 
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Post » Wed Sep 16, 2009 11:26 am

A few times when I've converted t a Static Mesh to a Activator, even if it had a name, it would not be selectable.

Is there a tutorial for creating a selectable volume in either the Geck or a Modeling Program?
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Crystal Clarke
 
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Post » Wed Sep 16, 2009 9:50 am

I've seen what he's talking about. Have limited experience with it.

One activator I made, if I remember right, the player could not get the selector-activate menu thingie if it had null texture set. I don't understand the details of the relationship to collision.

I've had the most success in making activators out of statics by using the moveable statics, not the regular ones.

One time I made a moveable static out of a regular one, it was by making a copy of a moveable static and then editing it in FO3edit to use the .nif of the particular static I wanted. But I don't know if it could have ever worked as an activator, I don't know if the .nif was missing stuff.
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Jordyn Youngman
 
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Post » Tue Sep 15, 2009 11:21 pm

I managed to make a hospital gurney into an activator no problem. I just copied any old activator in the activator part of the object window, renamed it of course, and added a new nif to it. To get the nif I just looked up the location of the file for the gurney under the static section of object window, and used a bsa browser to find it. Place the mesh in the folder structure, and browse your new activator to that location and select the nif.

Seemed to work fine without any problems. I think scarecrow is probably right about it needing collision information to be activatable.
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Laura-Lee Gerwing
 
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Post » Wed Sep 16, 2009 12:49 pm

Right I know that they need collision data. What I'm really looking for is how to make create a invisible object, that can be selected. Then you can use the activator for anything.

Like a trigger, but selectable.
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RUby DIaz
 
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Post » Wed Sep 16, 2009 7:59 am

Right I know that they need collision data. What I'm really looking for is how to make create a invisible object, that can be selected. Then you can use the activator for anything.

Like a trigger, but selectable.


Have you tried finding a model of the appropriate size then deleting the actual model in NifSkope or something? Not 100% sure if it would work since the information might be tied to that, but it's worth a shot.
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Sami Blackburn
 
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Post » Wed Sep 16, 2009 1:03 am

I don't have time to run through it today, but I'm guessing this will do the trick.


http://www.fallout3nexus.com/articles/article.php?id=290
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matt
 
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