N.Gamma Posted July 13, 2023 Posted July 13, 2023 I am looking for a tutorial on how to make a model with collision from a skinned model (a clothing item) so that I can use it as a worldmodel for this clothing item. Is there such a tutorial or would someone be so kind to explain it to me in detail?
t.ara Posted July 13, 2023 Posted July 13, 2023 3 hours ago, N.Gamma said: I am looking for a tutorial on how to make a model with collision from a skinned model (a clothing item) so that I can use it as a worldmodel for this clothing item. Is there such a tutorial or would someone be so kind to explain it to me in detail? If you have a clothing item, it´s the best way to create a small box with a picture on it. Clothing which has unnatural "volume" and not suiting collision for some ground-attaching misbehavior is hopping around a lot in skyrim´s mods. Mostly made by paste-copying existing stuff to get an existing working weird collision from another asset of the past. A box you can take from ZAP 9 if you want and then replace the picture of it with one of your shots inside of the game with your character, for best. While bethesda made some clothing which is laying really well like in a furniture bewared, this needs some extra skills to do so, additionally you need to add a suiting collision for it, then. That´s why this boxes are more ideal and also handy to put them into shelfs or onto tables or elsewhere. The collision itself has to have suiting parameters inside of it to fit to the havok-gameplay and suit to the basic behavior for such an asset. This can be really copied from well working existing examples. You can use my box and then you have nothing to do with the collision-problem, then. Change the pic (I will do that also for lot of new ZAP 10 content) and then you are done. Load it by using CK for the asset and make it a female / male asset, whatever and your game can play it. If I had for example the last asset like the metal-mask, I took the mask and made it to become a static asset, instead a skinned one, in this case laying on the ground gismo 0,0,0...then I added a collision and exported it by using 3dsmax. But that´s not ideal and you need some more skills. That´s why I offer and recommend to do it as a BOX with picture. This is a quite serious way and it works PERFECTLY well and your asset is in a small box playable:-) "Your assetname"_go.nif are those so called "go"-files or "world-objects ! 1
t.ara Posted July 13, 2023 Posted July 13, 2023 For a picture-shot inside of skyrim you can use FRAPS...find it in the internet. If used regulary, you can invest some small $$ for it. It also can make movies in different framerates for demos and such like. For the picture-work, I mostly choosed GIMP, which has become very professional during the last years. You can add a dds. support plugin and a normal-map tool if wanted, as well. Photoshop 2.0 is also FREE available, which can be used for SLE quite well enough. For SSE but you need a serious photoshop license, becaus you will also need a professional NVIDIA tool-support for developers, then. This allows to create professional output formats and exports working for all known gaming-platforms. But it is not necessary if your mod in first line is related to SKYRIM (SLE). That pic on the box doesn´t need a further normal map !!! Flat is here the rcommended format. The textures of the box is inside of zap and you can use it as well-or you spend another seamless texture for the box. If you want to creat own SEAMLESS textures, you can use PIXPLANT, which is also very cheap comming with it´s license. You´ll hav lot of fun creating seamless textures with suiting NORMAL files, which you can use for SKYRIM for lot of different aspects. Stone-walls, floorground, boxes!!, and lot of more... And for best to use that LAST nifscope as this version is the best one also for SLE...you can change it´s GUI to be looking like the older versions and you can also SMALLEN the icons of it´s menu-line, compared to the older versions-the menu-line parameter is a marker in the colors-parameter-settings quite HIDDEN inside of it (nifscope-settings). Hope this helps a little:-)) This all should also work for FO4-excuse me that I am related too much to skyrim. 1
t.ara Posted July 13, 2023 Posted July 13, 2023 For FO4 there is maybe a convert-tool for the NIF-files, you should know that better!! Aside of all of that: If I would work into FO4, I´d take care for getting 3dsmax 2014 and install the official NIF-exporter, which is downloadable on BETHESDA.NET. This tool comes with an converter for FO4 as well and you can under 3dsmax in a professional way create ALL the professional files, which can be created for gameplay, ever. You´ll have NO limitations and you can learn to use it professionally, to support FO4 with professional new content. I have sadly no interest for FO4, so you need to go this road maybe quite ALONE. As this tool is sadly also not compatible with SSE, it is simply USELESS for me. But if I would have it for SKYRIM or SSE, this would be a total GAMECHANGER. YOu can then create default-object-files and optimize your workflow-creations within 3dsmax, comparable with a professional game-studio-creator.
South8028 Posted July 13, 2023 Posted July 13, 2023 2 hours ago, t.ara said: For FO4 there is maybe a convert-tool for the NIF-files, you should know that better!! Aside of all of that: If I would work into FO4, I´d take care for getting 3dsmax 2014 and install the official NIF-exporter, which is downloadable on BETHESDA.NET. This tool comes with an converter for FO4 as well and you can under 3dsmax in a professional way create ALL the professional files, which can be created for gameplay, ever. You´ll have NO limitations and you can learn to use it professionally, to support FO4 with professional new content. I have sadly no interest for FO4, so you need to go this road maybe quite ALONE. As this tool is sadly also not compatible with SSE, it is simply USELESS for me. But if I would have it for SKYRIM or SSE, this would be a total GAMECHANGER. YOu can then create default-object-files and optimize your workflow-creations within 3dsmax, comparable with a professional game-studio-creator. bgs nif exporter comes with CK. It's in the Tools folder. It is intended for 3ds 2013. In 3ds 2014, you will have to copy the unpacked archive manually and selectively. Youtube has a video on how to properly install bgs exporter in 3ds 2014, or you can ask Greekrage on the Nexus forum, who already suffered with this half a year ago. Yes, of course, the bgs exporter has everything to create any collisions, there are bs materials, and there are all development tools.
South8028 Posted July 13, 2023 Posted July 13, 2023 6 hours ago, N.Gamma said: I am looking for a tutorial on how to make a model with collision from a skinned model (a clothing item) so that I can use it as a worldmodel for this clothing item. Is there such a tutorial or would someone be so kind to explain it to me in detail? As you have already been told, the only means of creating collisions for fo4 is bgs exporter and 3ds 2013-2014. In addition, there is some kind of unofficial nifscop (a version not from the creators of nifscop), which theoretically can create collisions, but people wrote that there are more glitches than opportunities to create anything.
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