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DIY GAMEBRYO-NIF-FILES WITH COLLISION AND ANIMATION (GUIDE)


t.ara

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CREATING GAMEBRYO-NIF-FILES WITH COLLISION AND ANIMATION (GUIDE)

 

 

Preparation:

 

You need two NIF-FILE exports of your model, BOTH static, than with COLLISION created, seperately and exactly, for putting them together into one file which I describe below:

 

 

 

 

STATIC-PARTS / AV-Palette

 

a) use a preset (an vanilla item), which is mostly close to your model with the animation (gamebryo here)

b) replace the static parts (NiTriShapes) and add their created STATIC collision, which you prepared inside of an 3d-software (you can replace existing stuff by adding only the DATA-files and replace (delete-copy) the new BSShaderDISMEMBER-(texture-data)

c) replace the data file of the NiNode with one of the common moving mesh(es) as well

 

after that you can FILL the AV-Palette-Object FILE with the NODE-name (should be there inside finally and with the new parts, which are inside of the NINODE (which is the moving part of the file)

 

 

COLLISION:

 

REPLACE the static collision by preparing the ROOT of the destination file with the same root-name which the target file has, so that you can copy the whole static-collision 1:1 !!

 

a) copy the complete static collision block into the target NIF-FILE, then EXCHANGE the BS-FADENODE´s (rootnode) collision with the new one. DELETE the BSFadeNode entry from the EX collision file by UNLINKING the BSFADENODE from the bhkCompressedMeshShapeData and THEN delete the whole old Collision BLOCK.

 

b) COPY-PASTE the bhkRigidBody -BLOCK of the destination file (which has the correct alignment of the later MOVING ANIMSTATIC-COLLISION) into your target file and exchange STATIC-entries to ANIMSTATIC-entries...(delete "Unknown entries Int 7-8-81" inside theRigid-Body-section with "0" or replace with

those from original file-should be always working)

c) GO TO THE NINODE´s bhkCollisionObject and replace the old existing bhkRigidBody with the COPIED one. DELETE the BSFadeNode as well from the ejected Rigid-Body-File which you will delete in some seconds...after that BLOCK is unlinked, you can delete the old BLOCK

 

Final WORK:

 

Replace textures with wanted ones, check the BSX flags, create suiting animation LENGTH (which I´ll not describe here) and use the following NIFSCOPE SPELLS:

 

SANITIZE: -RECORDER BLOCKS (this will sort the file into a useable-working file for skyrim !!! (this function can be used sometimes between some changes)

OPTIMIZE: -remove unused STRINGS (you also should check the HEADER then)

 

 

 

AUDIO EXCHANGE AND AUDIO CREATION IN GAMEBRYO FILES WITH ANIMATION AND HOW TO BUILD THAT UP FOR THE GAME

 

Creation KIT holds those NAMES of audio, which the NIF-FILE has to have INSIDE. The nif-file tells the  game-engine (exectutioneer for modders is the CREATION KIT for that preparation well) , which audio-file has to be played.

Those audio-files sit usually between the data-block, which is being showed on the picture. The SOUND is defined inside of Creation Kit, you can also create new audio and add it to your mod as well. With an audio editor you can change it´s length and pitch-suiting to the length of animation or how you want it. This part can easily being added and the NIF-FILE will play your sound which you made. Audio has to be put into the correct folder, refer to your unpacked BSA audio file for skyrim, in that case !!!

 

 

 

ANIMATION TRANSFER BETWEEN OBLIVION NIF-FILES AND SKYRIM-FILES

 

If you know your 3D-Software well enough, you can also create an exported-nif-file, compatible with SKYRIM and add your very own animations or those from other files, so that you can copy-paste the wanted data-file into the target nif-file. I made this for the spike-trap. Some few changes and your wanted animation is inside!

 

 

 

 

zazSoundFiles.JPG

collisionformovingparts.JPG

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