Collision, NifSkope and Blender

Post » Mon Jul 08, 2013 12:30 pm

Something I have noticed while playing with my tile fixing. When you import the tiles to blender and re-export them after making changes, the node that is originally the RootCollisionNode gets changed to a generic NiNode. I have been before import been naming these nodes and trishapes associated with them as the original beth tiles have no names so I can easily find them after export. My question is this: Should I grab the original RootCollisionNode from the original tile and paste it into the new tile and then paste all the correct trishapes under it? So far it seems that as long as I set the renamed NiNode and its sub trishapes to hidden and triangles everything works ok. It occurs to me that all the other pieces of the tiles would actually have collision too as they would not have the NCO property in them anywhere and with no named RootCollision node the game would have go ahead and give them collision. Thoughts?

http://www.tesvskyrim.com/screenshot-2045-1. (with my naming of the collision stuff as beth did not name those)

http://www.tesvskyrim.com/screenshot-2046-1. (note how it also re-arranges the order of all the trishapes too in the nif)

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Tamara Primo
 
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Post » Mon Jul 08, 2013 3:32 am

I believe that blender cannot export the rootcollision node. So, when I import a mesh in blender, first of all delete the collision mesh,

Then, in the exported nif, I add a rootcollision node copied from another mesh, delete its sub trishape, then copy the trishape of my model under this rootcollision node, and remove from themproperties like materials and textures. Or more simply, I leave the mesh withous a rootcollisionNode. In most cases, the game creates the collision. I suspesct that having a rootcollision node, requires less computer resources than creating collision in game. I believe my game is less fluid when I have many/large object without a proper rootcollision node

Perhaps, it has to do with number of polygons,. You know that most of the collision meshes, have less polygons than their objects. WHen you have a mesh withouf its collision root, I think the game calculates their collision on the object's full geometry. that have much more polygons than their collision mesh usually have.

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Loane
 
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Post » Mon Jul 08, 2013 12:16 am

*nods* So my thought about putting a RootcollisionNode back into the meshes sounds like the best plan instead of letting them keep the generic NiNode as yes those trishapes do have fewer polygons. As things stand right now the currently corrected tiles would be calculating collision 2x...once for the intended collision trishapes and once for the actually textured trishapes...hmm......thanks. Interestingly some tiles such as in_r_s_int_lcenter_02.nif do not even have collision mesh (and could). Perhaps I'll give those tiles one too.

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AnDres MeZa
 
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