NotGodOKay Posted October 22, 2022 Posted October 22, 2022 Non porn-question ahoy. I did a simple house model for testing purposes but couldn't get the collision to work. It infact crashes or freezes the game when going near the model ingame. This is when the model didn't crash the game when it's loaded. It did load and let me approach it once but later it stopped the game when it loads all together. hose.nif
Melamkish Posted October 23, 2022 Posted October 23, 2022 A few months ago, I modeled some stone walls and had similar issues. I took a look at your House. The collision geometry looked ok in blender and Nifscope, but when I put it in the CS and tried to preview, it locked up the CS. I then opened it again in Nifscope, and a second window with one of my wall pieces. The Collision Nodes were very different. You have a lot of extra data, and I seem to remember simplifying mine to get it working.
tda2 Posted October 23, 2022 Posted October 23, 2022 (edited) 19 hours ago, NotGodOKay said: Не порно-вопрос ахой. Я сделал простую модель дома для целей тестирования, но не смог заставить столкновение работать. Он фактически вылетает или замораживает игру при приближении к модели в игре. Это когда модель не сбила игру при загрузке. Он загрузился и позволил мне подойти к нему один раз, но позже он остановил игру, когда он загрузился все вместе. шланг.ниф 23,96 Кб · 2 загрузки civ4 format ========================= hoseo.nif There is such an option (a simple collision for a single house, this model should not be used to scale such houses, there will be low fps in the game if there are a lot of houses) I did not correct the normals on the mesh after export - laziness, additional groups are lost (shadows on the faces because 3ds max doesn't seem to support it). I was unable to create an MOPP array, I do not remember how to do it correctly, so a simple collision Edited October 23, 2022 by tda2
NotGodOKay Posted October 23, 2022 Author Posted October 23, 2022 I was new at this so it was an issue to work with. But thanks for fixing it. Was replicating the info of the original game files.
Melamkish Posted October 23, 2022 Posted October 23, 2022 Just took a look at TDA’s fix, and it is almost identical to what I would do. So that is a good file to work from. Let us know if you more questions.
NotGodOKay Posted November 14, 2022 Author Posted November 14, 2022 I wanna put Quake 1 textures on my models but wasn't successful at not making the game crash all the time. Should I export from Blender or is there another way?
fejeena Posted November 14, 2022 Posted November 14, 2022 ??? tda2 posted a working nif that do not crash. You just change the texture path. And mybe rework the texture. Of course a dds file or it crashes. And don't forget the _n.dds.
NotGodOKay Posted November 15, 2022 Author Posted November 15, 2022 Is the normal map really necessary? I've made them dds but it didn't work anyway.
fejeena Posted November 16, 2022 Posted November 16, 2022 There are some nif that does not need a _dds. But the house should have one to create the 3D effect, the joints between the bricks. Or you have a smooth surface. Yes xxxx.dds and xxxx_n.dds must be dds files. I changed the textures like this Spoiler All vanilla textures . but UV Map slightly changed
NotGodOKay Posted November 16, 2022 Author Posted November 16, 2022 Actually I worked on newer models which was interior parts with Quake 1 textures on them.
NotGodOKay Posted November 21, 2022 Author Posted November 21, 2022 How do I get custom textures to work? What format must the dds files have? Also how to make material effects on colliders? (Stone, wood, etc)
tda2 Posted November 21, 2022 Posted November 21, 2022 (edited) 1 hour ago, NotGodOKay said: Как заставить пользовательские текстуры работать? Какой формат должны иметь файлы dds? Также как производить материальное воздействие на коллайдеры? (Камень, дерево и т.д.) dds (multiples of 16 - 16x16,32x32,...,512x512 etc), png seems to work too, but it's better not to risk it In nifscope, you will find it yourself in the properties of the collision/ Or you can set it up in the blender 249b, if the convenience of the interface is important to you. Also, all this can be configured in 3ds max, in the properties of the bhk modifier, but this can be found in the skyrim tutorials - the essence is the same. ======================================= For Skyrim, it works through the ass, it's better to use a chunkmerger there and adjust manually later. Edited November 21, 2022 by tda2
fejeena Posted November 21, 2022 Posted November 21, 2022 (edited) Textures dds name.dds name_n.dds or a glow texture name_g.dds dds: DTX1 or DTX5 or A8R8G8B8 Most objects use DTX1 And endings "_n"-suffix: Tangent-space normal-map "_g"-, "_glow"- or "_emit"-suffix: Glow-map "_hh"-suffix: Gloss-map for hair, no alpha "_hl"-suffix: Detail-map for hair, alpha is opacity EDIT: Oops yes, forgot the dimensions Yes 16x16 . . . 256x256 . . . 1024x1024 And you can use dimensions like 256x512 or 1024x512. Depends on how your UV map is designed in the nif. Example: The Oblivion paitings stretch one side so they use 258x128 textures. --------------------------------------------------------- The collisions setting in the nif files To get the right sound when you hit an object you change the Material in the nif collision But first you set in bhkRigidBody if it is static or moveable (misc mesh) OL_static OL_clutter of items like books, plates, cups, ingredients,... OL_weapon OL_PROJECTILE Spoiler To change it you double click the OL_ name and you can open a list And to get the right foot sound OL_TERRAIN it is used for big rocks Spoiler And in the bhkRigidBody you must set his. Spoiler In vanilla oblivion are nif with wrong settings, e.g. the Paint brush. If you drop them from inventory they will hang in the air because the settings are like static objects. ------------------------------------------- And you set the material in the bhkMoppBvTreeShape, bhkConvexVerticesShape, bhkCapsuleShape, bhkBoxShape, bhkListShape, . . . or whatever you use HAV_MAT_STONE HAV_MAT_METAL HAV_MAT_WOOD HAV_MAT_CLOTH HAV_MAT_ORGANIC ... and many more double click the HAV_ name and can open a list Spoiler ----------------------------------- A house nif (interior and exterior) is set to OL_STATIC and material to HAV_MAT_STONE or a wooden stable to HAV_MAT_WOOD Edited November 21, 2022 by fejeena
NotGodOKay Posted December 19, 2022 Author Posted December 19, 2022 (edited) I might have figured out what went wrong with the Quake models. I've made a new nif out of the one I've gott from tda2 and it worked as long as I used "Save As..." instead of duplicating the file from desktop but I haven't tested it yet. Should do that today. UPDATE I got 1 model exported from Blender working with the game's original textures so I'm assuming the Nifskope obj importer causes the game to not handle it well. Edited December 19, 2022 by NotGodOKay Updated
tda2 Posted December 20, 2022 Posted December 20, 2022 (edited) 16 hours ago, NotGodOKay said: I might have figured out what went wrong with the Quake models. I've made a new nif out of the one I've gott from tda2 and it worked as long as I used "Save As..." instead of duplicating the file from desktop but I haven't tested it yet. Should do that today. UPDATE I got 1 model exported from Blender working with the game's original textures so I'm assuming the Nifskope obj importer causes the game to not handle it well. Smart people explained to me how to make a MOPP collision (composite collision that does not slow down the game - you can make architecture out of it). This is a 3dsmax plugin with version 4.0 nif For example, I rigged a render from the game and edited it in 3dsmax and made a collision directly from this model (many meshes) it works fine Edited December 20, 2022 by tda2
NotGodOKay Posted December 20, 2022 Author Posted December 20, 2022 Good to know actually. I would want to know how to make custom creature types but I'll save that for another topic/thread.
fejeena Posted December 21, 2022 Posted December 21, 2022 8 hours ago, NotGodOKay said: I would want to know how to make custom creature types Not how to do it but many new creatures New version and thread https://www.loverslab.com/topic/192586-extra-creature-variety-mod/
NotGodOKay Posted December 22, 2022 Author Posted December 22, 2022 So my newer Blender can import nif files like character heads but the older one can only export them. This didn't crash when I exported the nifs from Blender rather than making them from .obj files in Nifskope. 1
NotGodOKay Posted July 1, 2023 Author Posted July 1, 2023 (edited) I broke my navel Edited July 1, 2023 by NotGodOKay Heads
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