Grabbing Sigil Stones

Post » Thu Nov 11, 2010 7:57 am

Is there any direct way to make sigil stones "grab-able"? I'd naively guessed that the problem was simply that they were set to be extremely heavy in some sense, but that doesn't appear to be the case in the CS. What determines the "grab-ability" of an object? Is it determined from some attribute of the mesh itself? Or is this behavior inherent to the "Sigil Stone" class of objects?
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Emma louise Wendelk
 
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Post » Wed Nov 10, 2010 11:49 pm

Is there any direct way to make sigil stones "grab-able"? I'd naively guessed that the problem was simply that they were set to be extremely heavy in some sense, but that doesn't appear to be the case in the CS. What determines the "grab-ability" of an object? Is it determined from some attribute of the mesh itself? Or is this behavior inherent to the "Sigil Stone" class of objects?


The "grab-ability" of an object is determined by the collision data of the mesh. The "sigil stones" found in Oblivion towers are actually activators that give you a random Sigil Stone when activated. The actual sigil stone mesh is in fact "grab-able".
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Bereket Fekadu
 
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Post » Thu Nov 11, 2010 5:05 am

The "grab-ability" of an object is determined by the collision data of the mesh. The "sigil stones" found in Oblivion towers are actually activators that give you a random Sigil Stone when activated. The actual sigil stone mesh is in fact "grab-able".


Ah, I believe I wasn't clear. I meant to refer to the Sigil Stone items, not the activators; when I drop a Stone, it rolls around a bit, but cannot be grabbed. If I'm understanding you correctly, "fixing" this would require editing the sigilstonecore01.nif mesh (as opposed to the sigilstone01.nif mesh used by the activators)?

EDIT: Or, possibly, just replace the item's mesh reference with that of the mesh used by the activators? Hah, okay, not the desired result. I want something like a ball I can roll around, not a small sun floating in my living room.
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Claire Jackson
 
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Post » Wed Nov 10, 2010 8:07 pm

If I'm understanding you correctly, "fixing" this would require editing the sigilstonecore01.nif mesh (as opposed to the sigilstone01.nif mesh used by the activators)?


That is correct. You would want to modify the bhkRigidBody node (number 56 in the mesh) for this.

EDIT: Or, possibly, just replace the item's mesh reference with that of the mesh used by the activators?


No, the activators are static and don't move at all. Chests are the same way: you can interact with them, but you can't move them or pick them up.
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NEGRO
 
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Post » Thu Nov 11, 2010 3:41 am

That is correct. You would want to modify the bhkRigidBody node (number 56 in the mesh) for this.


And exact instructions, even! Thanks much - tonight's project: learning Blender nevermind, think I've got this nailed in NifSkope. Friggin' hell, a mass of 5000? =)

It works! It works! Now I can store all of my sigil stones in a basket. >.>

But damn, those things are dense by default. Like, at least twice as dense as http://en.wikipedia.org/wiki/Osmium, going by some rough estimates (assuming an Earth-like gravity for Nirn).
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The Time Car
 
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Post » Thu Nov 11, 2010 12:06 am

And exact instructions, even! Thanks much - tonight's project: learning Blender nevermind, think I've got this nailed in NifSkope. Friggin' hell, a mass of 5000? =)

It works! It works! Now I can store all of my sigil stones in a basket. >.>

But damn, those things are dense by default. Like, at least twice as dense as http://en.wikipedia.org/wiki/Osmium, going by some rough estimates (assuming an Earth-like gravity for Nirn).


Glad I could help. :D Yeah, those Sigil Stones are dense. And I mean dense. It makes sense, though: Those tiny stones provide power to...something that tears a hole in reality itself and actually stabilizes it for travel between dimensional planes. That would require a lot of energy, magical or otherwise. Something as small as a Sigil Stone would have to be incredibly dense to provide that kind of power. Makes you wonder about the density of other elements in the Oblivion planes. Might there be something even denser than a Sigil Stone?
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SUck MYdIck
 
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Post » Wed Nov 10, 2010 11:31 pm

...a mass of 5000? ...

And yet it weighs 1 when it's in your inventory. Obviously that invisible backpack has some other magical properties we don't understand.
Might there be something even denser than a Sigil Stone?

Some of the requests for scripting help prove that there is...
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Lori Joe
 
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Post » Thu Nov 11, 2010 7:37 am

And yet it weighs 1 when it's in your inventory. Obviously that invisible backpack has some other magical properties we don't understand.


It seems that there is little correlation between weight and mass in Tamriel. Why else can you run at full speed when you're 1 unit below your encumbrance limit and be unable to move after picking up a spoon?

Some of the requests for scripting help prove that there is...


:rofl: I meant 'elements'. I've met individuals who are more dense than a http://en.wikipedia.org/wiki/Neutron_star
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Danial Zachery
 
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Post » Thu Nov 11, 2010 5:08 am

I've met individuals who are more dense than a http://en.wikipedia.org/wiki/Neutron_star


*grin* Now, I've come up with a problem. I can drop half a dozen Stones and toss 'em into a basket, but when I leave the cell and then come back... well, interesting things happen. Four of the Stones end up in a rough line in midair next to the basket, just above ground level. One of them is a few feet away to one side. The last is on the opposite side of the lined-up ones, and higher up. Like, if I were to be looking at the line of Stones head-on, so that I saw just one Stone, there would be one a few feet away at 0°, and the last is the same distance at 135°. And of course, they all just magically levitate until I go up and grab one of them. The hell is goin' on here?

EDIT: http://i49.tinypic.com/24mrwk1.jpg.
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Sian Ennis
 
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Post » Wed Nov 10, 2010 9:48 pm

The hell is goin' on here?
EDIT: http://i49.tinypic.com/24mrwk1.jpg.


I think this is one of the reasons it's called "Havok" physics. :lol: You may be able to further modify the sigilstonecore01.nif to avoid this. The area to look at would be the same as before (56). Try modifying the motion controls in the Block Details window. The default setup is:

Layer: OL_CLUTTER

Collision Response?: RESPONSE_SIMPLE_CONTACT

Layer Copy: OL_CLUTTER

Motion System: MO_SYS_SPHERE

Deactivator Type: DEACTIVATOR_SPACIAL

Solver Deactivation: SOLVER_DEACTIVATION_LOW

Quality Type: MO_QUAL_DEBRIS

Try modifying some of those and see if that fixes the issue.
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Vahpie
 
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Post » Wed Nov 10, 2010 11:41 pm

It looks like the one on the right is telling the others the story of the collapse of his Sigil Tower. What else do they have to talk about?


Since the stones you can take are a separate object from the "poised in space" activators, I see no reason for them to float, and anyway you'd expect a consistent height if they were reverting to some editor positioning, but you might want to check the base objects in the CS to see if there's any clues there for a position.
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marina
 
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