Nifskope Merge Question (object weight)

Post » Thu Jan 23, 2014 9:22 am

Hello all,

Recently I've been having fun merging NIFS and learning the very basics.

Today I took two pieces of firewood and made an L shape |_

The "source" or anchor NIF was the bottom of the L so ___

and the one I copied in was the top part or the |

I'm noticing when I position the item in game, it has physics (can be picked up) but the gravity seems to respond to the bottom ___ part only.

So if I turn the log upside down so the | of the L is facing down, it will go right through the floor. I

Sorry does this make sense? I basically wanted both logs to respond equally to weight/physics/gravity, so if I drop it at any angle, it will land and treat that object the same.

Thanks!

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Shae Munro
 
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Post » Thu Jan 23, 2014 1:24 am

This can only be achieved by creating a new collision for your new merged mesh that covers both parts, the "old" one (for which the collision is still present) and the new added one.

Making a new collision for custom nifs can be done with NifUtils/ChunkMerge which will result in a static collision.

Making the collision behave for misc items (havok) is a more complicated stuff ...

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Nicole Coucopoulos
 
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Post » Thu Jan 23, 2014 9:10 am

Hmm... so a bit complicated, then, you would say? Should I avoid it and just settle for it being weird, or maybe try to angle the object differently so it's less poor in design?

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Nomee
 
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Post » Thu Jan 23, 2014 1:05 am

Playing around with the object may help a bit.

You can try to find a similar shaped misc item in the Skyrim BSA and copy the collision over to your new nif.

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Rachie Stout
 
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