AwesomeChan15 Posted February 20, 2022 Posted February 20, 2022 I'm trying to port certain models from Falllout 3 to Oblivion mainly the collision themselves These are the ones I want to port over: dlc04coffin01.nif dlc04coffin01closed.nif dlc04coffin01open.nif dlc04coffin02.nif dlc04coffintop.nif dlc04coffintop02.nif
TDA Posted February 20, 2022 Posted February 20, 2022 8 hours ago, AwesomeChan15 said: I'm trying to port certain models from Falllout 3 to Oblivion mainly the collision themselves These are the ones I want to port over: dlc04coffin01.nif 123.83 kB · 0 downloads dlc04coffin01closed.nif 64.33 kB · 0 downloads dlc04coffin01open.nif 43.57 kB · 0 downloads dlc04coffin02.nif 76.98 kB · 0 downloads dlc04coffintop.nif 35.52 kB · 0 downloads dlc04coffintop02.nif 22.89 kB · 0 downloads well, I tried to import the model in max 2016, it cannot import the collision. On the other hand, why import it? After all, there are several types of collisions in Oblivion: for a static architecture - an arraye.g. wall of coffins (many) or just statics - e.g. one coffin (it can reduce FPS if there are many such models), and something else. In any case, the collision can be easily recreated (unlike Skyrim) right in 3dsMax... But if it's an array of architecture, then you need to set it up in a nifscope so that there are no FPS drops. not testing in game - 0.nif
AwesomeChan15 Posted February 20, 2022 Author Posted February 20, 2022 6 hours ago, TDA said: well, I tried to import the model in max 2016, it cannot import the collision. On the other hand, why import it? After all, there are several types of collisions in Oblivion: for a static architecture - an arraye.g. wall of coffins (many) or just statics - e.g. one coffin (it can reduce FPS if there are many such models), and something else. In any case, the collision can be easily recreated (unlike Skyrim) right in 3dsMax... But if it's an array of architecture, then you need to set it up in a nifscope so that there are no FPS drops. not testing in game - 0.nif 177.71 kB · 0 downloads So I tessted it, Worked as I expected It's great, Thank you Now relax and listen to this son: https://youtu.be/pWDL-KbixaE
AwesomeChan15 Posted February 22, 2022 Author Posted February 22, 2022 On 2/20/2022 at 5:02 AM, TDA said: well, I tried to import the model in max 2016, it cannot import the collision. On the other hand, why import it? After all, there are several types of collisions in Oblivion: for a static architecture - an arraye.g. wall of coffins (many) or just statics - e.g. one coffin (it can reduce FPS if there are many such models), and something else. In any case, the collision can be easily recreated (unlike Skyrim) right in 3dsMax... But if it's an array of architecture, then you need to set it up in a nifscope so that there are no FPS drops. not testing in game - 0.nif 177.71 kB · 2 downloads Actually, how did you create the collisions in the bhkCollisionObject?
TDA Posted February 22, 2022 Posted February 22, 2022 I imported the model to max, converted it to editable poly, (applied a modifier) to stitch(Weld - operation) the double vertices of the model (the nif-exporter always does them on the borders of a UV or different materials (textures) ), applied the mod. pro-optimizer (reduced the number of polygons - i.e. reduced the polygons on the future collision - it will be easier for the engine to calculate it), applied the mod. bhkCollision....bla.bla, exported , all. But. as I already wrote, this is good for a single model - NOT architecture (where there are a lot of elements, for example, a mountain of these coffins)
AwesomeChan15 Posted February 24, 2022 Author Posted February 24, 2022 On 2/22/2022 at 1:28 PM, TDA said: I imported the model to max, converted it to editable poly, (applied a modifier) to stitch(Weld - operation) the double vertices of the model (the nif-exporter always does them on the borders of a UV or different materials (textures) ), applied the mod. pro-optimizer (reduced the number of polygons - i.e. reduced the polygons on the future collision - it will be easier for the engine to calculate it), applied the mod. bhkCollision....bla.bla, exported , all. But. as I already wrote, this is good for a single model - NOT architecture (where there are a lot of elements, for example, a mountain of these coffins) No, I was asking the steps of creating the collisions from scratch so I can try with the other models
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