Can I attach multiple .nifs together?

Post » Fri May 13, 2011 4:12 am

CRAP.

The collision geometry does NOT carry over when new meshes are added. That means only the original .nif used will have an actual mass in-game.

I started with a small box and added the loooong pipe onto that, I just got the glow map to work finally so it all looks good, then I had a thought. I turned on the Havok sim and sure enough, the pipe length just fell through the ground and the box in the middle thumped against the ground as though there were no pipe at all, just the original box.

Solution 1: I'm going to restart, which isn't too bad since I know how to do it this time, but starting with the LARGEST nif (the pipe) so that it's own collision geometery covers the additional parts.

Solution 2: Does anyone know how to make the collision geometery carry over as well? And line it up? Because if anyone ever makes something with two or more major parts, with solution 1, only the original will have an in-game mass and... well, you know.



Normally the collision geometry is a separate mesh that has to be copied-over on it's own. If a weapon has just one collision mesh, then you'll need to import the weapon into Blender, 3DSMax, Maya or some other 3d package and change then re-export a new collision mesh. You can't copy Parts of a collision mesh in Nifskope unless the collision mesh is done per-piece - which is not something I've seen.

Miax
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NO suckers In Here
 
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Post » Fri May 13, 2011 6:43 am

[color="#008000"]Glad it's working out for ya (mostly) Kristoffer. I was hoping you'd get something out of this two after I saw your first post.


Yeah, after I renamed that branch, I didn't get the stiffarm anymore. Armor is a hell of a lot less complicated than weapons, so good luck to you on that :)
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kennedy
 
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Post » Fri May 13, 2011 6:12 am

...you'll need to import the weapon into Blender, 3DSMax, Maya or some other 3d package and change then re-export a new collision mesh.


See, my problem is, I HAVE 3D Max but I can't figure out how to make my own models. I vowed to make a tutorial once I figure it out completely, but I haven't yet, and despite a couple of small tutorials regarding the subject, I've yet to meet any success at all. The closest I got was an un-textured ball just floating wherever I placed it, no working collision geometery, no gravity.

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Da Missz
 
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Post » Fri May 13, 2011 12:33 pm

Heh funny thing, I downloaded the free trial of 3DS Max 2010...and then found out that the exporter for 2009 won't work for it. I'll stick with Blender.
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Marquis deVille
 
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Post » Fri May 13, 2011 10:40 am

I've been learning 3D Max for years in respect to the career I'm going into, which is why I'd much prefer to learn how to use it with the GECK than learn a new program (Blender).

My problem seems to mostly involve the part where I've been using it for years - I have 3D Max 7. I'm currently looking into upgrading to 9, which may do the trick, but we'll have to see...

That's also the reason I have a big-ass monitor, so I can see what I'm working on. =D One day I plan to be the guy making sweet-ass games, not just modding them.

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Nadia Nad
 
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Post » Fri May 13, 2011 10:27 am

Result of this thread: the ultimate prize of my precious mod is COMPLETE! And lookin' sixy...

Watch my sig for a link to the mod, soon to be complete.

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A Lo RIkIton'ton
 
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Post » Fri May 13, 2011 1:27 pm

The tutorial that Artisten and I cover Blender fairly well, and there are some Awesome video tutorials for Blender on their main site that can get you going. After a year of using Blender I'm now able to manipulate Fo3 models and create my own models with great ease, and I find myself doing it all the time now to better customize an area to the theme. I hear there are some equally good tutorials on 3DSmax here in the mod forum, and I know Robert Lee of Obsidian (who posts very regularly) also uses Maya and would very likely help with Maya-specific questions if you have them. If you use Blender then we have several experts who know Far more than I do that can help, I learned Blender from Artisten and Echonite's tutorials and those on the Blender site. There are some really talented folks in 3DSmax as well. I highly recommending taking the time to learn the basics if you can, I find it extremely rewarding in level design.

Nifskope is also Very handy, I use it all the time to manipulate Alpha/Transparency and ground shadow effects, as well as outright pasting some models together or removing parts more quickly/easily than can be done in a 3D program. Artisten and I cover basic use of Nifskope for modelling in our Blender/GIMP tutorial.

Cheers,

Miax
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