Nifskope question with collision

Post » Fri May 13, 2011 12:49 pm

I'm making a simple collision mesh with havok physics, and wondering if it's possible to set it up so that bullets aren't stopped by the model. I guess like the chain link fences in the game. Is there a way to make a havok item ignore bullet impacts, but still respond to other collisions?
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Elle H
 
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Post » Fri May 13, 2011 10:57 am

Probably have to open the chain link fence nif (meshes->clutter->clfence) and mimic the collision properties in your nif.. (obvious, I know, I just don't know enough to tell you how). It uses a bhkMoppBvTreeShape in its collision, which I'm pretty sure defines that collision part to the game engine as the same type as a tree.. meaning certain bullets can pass through. It also uses a bhkPackedNiTriStripsShape which I have no clue about. I do know it's the weapons whose projectiles that are set to "pass through small transparent" that won't collide with it, but that's about all I can say for certain.
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Travis
 
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Post » Fri May 13, 2011 6:50 am

Well I made the collision it has now using the tutorial with the ashtray. I'm still pretty clueless with nifskope so that was a big accomplishment for me. Maybe I'll try to use the fence to see if I can duplicate its collision to my mesh. I'm a little concerned though that while bullets may pass through, they might still impart some movement on my mesh since it has havok and the fence doesn't (i need them to not affect its position at all). My main problem is that the mesh is close to the player, so that when he fires his gun it hits the mesh even though it shouldn't. I seem to remember that the bullets actually fire from a strange position, and not actually the equipped weapon.
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Jessica Phoenix
 
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