Changing Impact Data?

Post » Mon Dec 20, 2010 9:28 pm

I'm to create a retexture of the industrial pods to make a stone hut, but in game the footsteps and bullet impacts all sound like metal. I checked in nifskope and the meshes are already set to the HAVOK_MAT_STONE material. Anyone know how to circumvent this?
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Michelle davies
 
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Post » Mon Dec 20, 2010 11:22 am

It may have to do with the actual material type attached to the object in Blender. If that is set to something else (like metal) it might go with that. But I am not sure. I cant really help more than that, I just started making things in blender and putting them ingame. (like yesterday :P) But thats my two cents.
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Jordan Fletcher
 
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Post » Mon Dec 20, 2010 8:42 pm

Yes but those materials are able to be changed in nifskope as near as I can tell.
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Monika
 
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Post » Mon Dec 20, 2010 5:35 pm

Yes they can be, but I think it inherents it from the settings picked when you export it out of your modeling program. You may have to import it into something like blender, then re-export it as a stone-like material instead of metal. But I agree, nifskope should set all that up...
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Benjamin Holz
 
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Post » Mon Dec 20, 2010 11:58 am

Anybody else know how to solve this??
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Leah
 
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Post » Mon Dec 20, 2010 10:05 pm

At first I was just gonna say the problem is that the HavokMaterial value names (such as HAV_MAT_STONE) aren't necessarily descriptive of the collision sounds they produce. This is true for some of them, but in your case there's something more going on which I didn't realize before.

I took a quick look in NifSkope at a few meshes that produce either metal-like or stone-like sounds, and found that both of them use HAV_MAT_STONE as the HavokMaterial. For example, look at Architecture\Megaton\interior\ShackInteriors\ShackWallLng01.nif (used in the Megaton Player House and others) and Architecture\Urban\Sidewalk\SWDoubleEdge01.nif (a sidewalk section used many places).


Ah, I think I found it! In NifSkope, expand the bhkRigidBody node. If it contains a bhkMoppBvTreeShape node (possibly other types), expand that further until you reach the hkPackedNiTriStripsData child node. Look in the Block Details for that node and fully expand any Sub Shapes there. Each Sub Shape has a Material assigned, which apparently overrides anything assigned to the parent bhkRigidBody node.

I just figured this out by looking at the Architecture\Wasteland\GasStation01.nif mesh, which produces different footstep sounds depending on which parts of it you might be walking over.
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BaNK.RoLL
 
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Post » Mon Dec 20, 2010 7:49 am

I looked at the 'indpodsm1wayexdbl01.nif' There is another Havok material property besides the one listed in the bkkMoppByTreeShape Node. If you look at Node #3 in this nif, the hkPackedNiTriStripsData and expand that node and expand the Sub Shapes, you will see another Havok Material set to Hav_Mat_Cloth_Stairs. While I didn't test this, you might want to try a different Hav_Mat for this field.

Edit: Okay, beaten to the punch once again....
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dell
 
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Post » Mon Dec 20, 2010 8:44 pm

You guys are GODS! I had completely discounted that since the havok material was cloth stairs but I changed it to stone and it worked. Before that I was just looking for some kind of obscure numerical flag. Much better now thanks guys. :):thumbsup:
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Leilene Nessel
 
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Post » Mon Dec 20, 2010 8:44 pm

Before that I was just looking for some kind of obscure numerical flag.

That's what I was looking for too, until I found those Sub Shapes. I'm glad that wasn't the case :)
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Jonathan Windmon
 
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