Jump to content

ways to make collision layer visible in game?


coldloc

Recommended Posts

Posted

many form types in game might be invisible 

such as kCollisionLayer ( formtype index 132 ) etc... 

although they could be grabbed by scan api , what are the available methods to highlight visualize them in game in real–time reposition movement for gameplay enhancement purpose ?

 

 

one senario of multiple formtype instances could be overlapping for discussion is that ,

a bed furniture placed in game MIGHT have it's static mesh form type and collison layer  formtype overlapping, 

if u repositioning one of them , their alignment structure will be broken, then u will aware bed collison is aside from its collision layer,  it would be acting as an invisible wall there,

u can walk through the bed static now, and no longer able to play furniture anim interactions in correct position with the bed since the furniture is also misaligned, when u move the bed.

( i tried of making a short video about this senario LINK https://mega.nz/#!IuoQwQ7Y!-2wa-fC0CLYGlQ2unrJ97r5LyKorvZMtLxdnUJ-ubpg  )

 

03/02/2019  found some related articles on this 

https://www.creationkit.com/index.php?title=Talk:TranslateTo_-_ObjectReference

http://www.gamesas.com/getting-collisions-move-with-translateto-t260961.html

 

Posted
17 minutes ago, RohZima said:

I think BethINI has a dev mode where you see markers in game, never tried it though

good point,  that reminds me console command has such functions to toggle visibilities of details as well.

Posted

so far didn't find any good ways to toggle natively invisible object that can not be visualize by setAlpha values ,  so next thing when I have time,  I might try to experiment is 

try applying some EffectShader on the target 

 

update: 

today,  I tried applying EffectShader on invisible static it's not turning it visually perceivable.. 

 

image.png

Posted
21 hours ago, Andy14 said:

The collision is havok in the nif itself.

Maybe the problem (in your szenario) is the Navmesh?

when i have time i can post videos , yes, collision is written inside nif file, but when load nif in game, it seems collision layers can be seperated apart from the nif. 

navmesh is for npc auto routing and is not related in the senario i mentioned. another angle of the issue might be regard it as `NiNode` instead of CollisionLayer, but I havn't verified that since they both are invisible. 

Posted

 

The parts of the contence of a gamebryo-file are mixed here like it is something very miracle-but luckily it is not!

 

The problem here is only the positioner and not the game-files.

The collision is inside of the nif created so to have the contact between npc and the item. The positioner is mabe only affecting the visible mesh, which means that it´s of course not useful. It´s the same if you edit the nif-file by changing the positions of the visible bed-mesh and leave the collision in it´s old place. The game will in case of the bed use the animation, where the furniture-marker has it´s place-probably the FRN is also not being changed and you lay down now on the old place into the !air".

It´s the job of the positioner, to be able to move the whole gamebryo-file, instead to change the parameters of a gamebryo-file particulary. Those stuff can be used probably for clutter, but maybe not for more complex stuff.

 

The markers are made so to see the furniture in CK so to have a correct impression, at which place the animation will take place. Inside of the gamebryo-file is a HINT, that those shapes are a marker with a dedicated color. Bethesda uses mostly orange for this and for the dummys blue color. Original bethesda-furniture markers can´t be copied by nifscope into another file with same results.

 

If you use a positioner, you will always have a WRONG navmesh-information and your changed places  (as far you also dragged collision to another place) maybe can not be used and played correctly with QUESTS !!!

 

p.s. collision can´t itself be made visible- you only could edit the nif-file inside of an 3d-editor and add a next meshfrom the collision and give this a color. This will be visible ingame and damage the object and maybe this can also be moved by the positioner, but won´t show the collision, it´s only the "placeholder" in this case (which doesn´t make sense).

Posted
On 3/2/2019 at 3:30 PM, t.ara said:

 

The parts of the contence of a gamebryo-file are mixed here like it is something very miracle-but luckily it is not!

.......... 

p.s. collision can´t itself be made visible- you only could edit the nif-file inside of an 3d-editor and add a next meshfrom the collision and give this a color. This will be visible ingame and damage the object and maybe this can also be moved by the positioner, but won´t show the collision, it´s only the "placeholder" in this case (which doesn´t make sense).

Thank you @t.ara for your insightful comments,  I probably need to take some time to gradually understand line by line. 

Posted

Positioners can be used, of course-but if you want to have the changes more seriously it´s maybe better to invest some days to learn to use Creation Kit....Bethesda has some nice teaching-videos for this. Changing a bed´s position takes only some minutes.

And maybe there are positioners, who are working by really taking the whole nif-file-anyway can you not edit the navigation mesh by this way...so NPCs will run always towards the new collision (where the bed stands and avoid the place, where now the bed WAS standing. That can be ingame very "uncool" with sometimes strange effects for quest-mods.

Posted
1 hour ago, t.ara said:

Positioners can be used, of course-but if 

And maybe there are positioners, who are working by really taking the whole nif-file-anyway can you not edit the navigation mesh by this way...so NPCs will run always towards the new collision (where the bed stands and avoid the place, where now the bed WAS standing. That can be ingame very "uncool" with sometimes strange effects for quest-mods.

i dont know if the positioner u mentioned means the method i used to move the object,  the video i used translateTo method, it has no side effect with actor formtype,  but has the video demoed side effect on static formtype.

 

a work around i tested to reposition the whole static nif away on the fly is using moveTo + setAngle api. will sync the visible mesh and invisible collision part.  

the bad part of moveTo and setAngle method is that , unlike translateTo, its movement effect is abrupt, not nice.  

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...