ChancellorKremlin Posted August 5, 2014 Posted August 5, 2014 Does anyone know how to add an open/close swinging motion to a static door in the GECK? As an example I have VTopsInteriorDoor which is a really nice looking door. Only problem is, it doesn't open or close. It's not even marked as a static object in the GECK, but as a full on door, it just doesn't swing like the rest of them, like a handful of others. Does anyone know how to accomplish that? Cheers!
Guest Posted August 5, 2014 Posted August 5, 2014 You can't do it via GECK, you must modify the mesh via nifskope, because static doors really miss the info that make them swing. There's some well explained tutorial written by TrickyVein on Nexus, if I can find the link again...
ChancellorKremlin Posted August 5, 2014 Author Posted August 5, 2014 I was afraid you were going to say that... I'd appreciate the tutorial if you can find it!
prideslayer Posted August 5, 2014 Posted August 5, 2014 It might just be easier to duplicate an existing swinging door, and replace the texture on it with the one from the non-swinging door that you like..
Guest Posted August 5, 2014 Posted August 5, 2014 here it is http://forums.nexusmods.com/index.php?/topic/984792-tutorial-working-with-the-nicontrollermanager/ you can try Prideslayer's solution, but be careful to doors meshes and different dimensions. As feeling, I guess you prolly have to change texture UV via Blender, for weird doors like casino ones... and in the end you will prefer adding the swing via nifskope than fire up Blender to re-do the UV... well, this comes to your attitude and skills of course. I hate UV.
prideslayer Posted August 5, 2014 Posted August 5, 2014 You don't need to recreate the UV. Just load up the two existing textures and then scale the one you want to match the shape of the door you're using. They're just doors (squares) not complex round shapes like bodies, so it should just be a matter of stretching/compressing them along one axis. You can do the same thing to convert textures from one body to another, it's just a bit more complex because of the different locations and shapes of 'embedded' parts like the head, hands, feet, teeth, etc. No need for blender or UV stuff in either case, just photoshop.
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