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Finding Vectors


Professorg

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Posted

I've never been able to find a guide on how to find the vector 1 and 2 of the hkpCapsuleShape for JFF, I must be googling the wrong thing "HDTPE Vector guide" so if any of you could re-direct me to a halfass decent guide that would be fantastic!

 

EDIT: Also, I'm thinking of adding collisions to weapons, same method as the body, attach XML to weapon, add collisions boxes, weight in 3ds, same deal or am I just going crazy o-O

 

EDIT: I do know a bit about 3ds max, I don't need an "idiots" guide, I just need a barebones one.

Posted

I've never been able to find a guide on how to find the vector 1 and 2 of the hkpCapsuleShape for JFF, I must be googling the wrong thing "HDTPE Vector guide" so if any of you could re-direct me to a halfass decent guide that would be fantastic!

 

EDIT: Also, I'm thinking of adding collisions to weapons, same method as the body, attach XML to weapon, add collisions boxes, weight in 3ds, same deal or am I just going crazy o-O

 

EDIT: I do know a bit about 3ds max, I don't need an "idiots" guide, I just need a barebones one.

 

There's an ongoing debate about how to get hdt weapons working correctly.

 

The main tricky part is that for a weapon to register a hit and damage in skyrim, it has a 'vanilla havok world collision' that is tied to the animated sword/bow/etc... root bone.

 

While HDT has it's own special 'Havok World' that is completely different and isolated from the vanilla Havok World. So while it is fairly trivial to add the desired movement to a weapon like a mace or such, there would be no point as it would show that mace go through an actor, but no damage would be applied as the vanilla Havok World collision (the one that registers, onHit() ) is still tied to the animated root bone of the weapon.

 

I have a rough idea and maybe solution for this, but it all depends on how well tools like 3dsMax, nifskope (the new alpha) and nifutils can handle havok collisions, Which if the past is anything to go by, is not very good.

 

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