Tinxi Posted September 28, 2024 Posted September 28, 2024 Is 3dsmax software essential for collisions ? is there any method to create accurate collisions automatically without any manual editing ?
South8028 Posted September 28, 2024 Posted September 28, 2024 (edited) 6 hours ago, Tinxi said: Is 3dsmax software essential for collisions ? is there any method to create accurate collisions automatically without any manual editing ? You can copy collisions into a nifscope. This is a copy of similar geometries with approximate dimensions from other nifs. To create good collisions with precise dimensions and geometry, you need 3ds 2013 -2014 with the bgs_nif_exporter tools installed (located in the tools folder in ck). Collisions are initially normal child meshes, hct converts them into rigs for parent meshes, elric converts collisions to fo4 format. Edited September 28, 2024 by South8028
izzyknows Posted September 29, 2024 Posted September 29, 2024 On 9/28/2024 at 11:27 AM, Tinxi said: Is 3dsmax software essential for collisions ? is there any method to create accurate collisions automatically without any manual editing ? I might be lacking coffee, but why do you want to create collisions for interior cells?
Reginald_001 Posted September 30, 2024 Posted September 30, 2024 (edited) On 9/28/2024 at 5:27 PM, Tinxi said: Is 3dsmax software essential for collisions ? is there any method to create accurate collisions automatically without any manual editing ? Collisions in interior cells are done by creating collision geometry in the CK. You basically click the 'create collision cube' or choose the 'collision plane' icon, from the top row of icons. You can then edit it, size it, and place it. I would paste a screenshot.. but that's not allowed anymore. So here's a youtube tutorial instead, the technique works 100% the same for fallout 4: https://www.youtube.com/watch?v=ta8fp4dnzs0 8 hours ago, izzyknows said: I might be lacking coffee, but why do you want to create collisions for interior cells? In order to facilitate better navigation for NPC's and players. In the old days we called it the 'caulk' process in mapping. Basically block out the entire map again with collision models so the engine had an easier time of it. Was especially important for the Doom3 engine which did per pixel collision. A great example is the Dream Sequence maps in the main campaign where you're in Kellog's head. That map's filled with collision cubes to prevent players from running off the ledge. You can also add collision cubes that only work for NPC's, making sure they stay in one spot, or don't fall off ledges etc... Edited September 30, 2024 by Reginald_001
izzyknows Posted September 30, 2024 Posted September 30, 2024 37 minutes ago, Reginald_001 said: In order to facilitate better navigation I know, just needed more coffee, and I was thinking of collision planes/cubes. The rest is done when building precombines/vis. Wasn't it Unreal that you subtracted from the world, like a big block of clay and Halo you added to the world? I know Half Life you had to clip everything outside the cell to prevent memory leaks. I think it was Half Life. Getting old sucks! LOL 1
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