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Silgrad Tower from the Ashes
[3DS] Collision: the easy way out using gundalf's exporter - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Discussions for Silgrad Tower TES IV (Oblivion) & TES III (Morrowind) (https://www.silgradmodding.net/forum/Forum-Discussions-for-Silgrad-Tower-TES-IV-Oblivion-TES-III-Morrowind)
+--- Forum: FAQ Board TESIV. (https://www.silgradmodding.net/forum/Forum-FAQ-Board-TESIV)
+---- Forum: FAQ Archive (https://www.silgradmodding.net/forum/Forum-FAQ-Archive)
+---- Thread: [3DS] Collision: the easy way out using gundalf's exporter (/Thread-3DS-Collision-the-easy-way-out-using-gundalf-s-exporter)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20


- eddwills - 06-26-2006

Playing around with layers is what I'll be doing later, and I'm about to try to see if yours exports rigging fine. I wouldn't really credit me for the havok hacking, Darknel's been great but the little bit of work me and him tried was in a different thread Smile.

EDIT: You do realise that this nif impotrer for max 8 also lets us see the exact skeletons that Bethesda used? This alone is a great breakthrough, before we had to use slightly dodgier skeletons, but now we can see the perfect ones, this importer makes rigging so much better! Thanks again!


- CrazyAce - 06-26-2006

Sorry to intrude, but when I import the Oblivion body mesh they are separate objects, so I?m guessing they need to stay as separate objects, right..?

Also can I add other modifiers and edit existing meshes then straight export the mesh? What I?m doing is testing this plug-in by importing a tombstone, editing the mesh and would like to UV map this sucka into something better.


- Razorwing - 06-26-2006

CrazyAce: Yes. I haven't had much experience with creatures or characters, but I've examined them in Max before, and from what I can tell they are made up of separate meshes that constantly collide with each other as the animations are played. But there's probably some form of skin map on them that makes it look seamless, otherwise it'd look pretty crazy methinks.


- gundalf - 06-26-2006

You can add any modifiers you like. The stack is collapsed on export. Please head over to the niftools forums to ask questions about the importer. It wasn't written by me...


- CrazyAce - 06-26-2006

Roger that, will do; thank you for your help guys.


:EDITED:

I found that weld works better for splines while collaps works better for meshes IMHO. =)


- eddwills - 06-26-2006

I've run into a problem:
XKobe on the ESF made a dragon head, but it looked more like a slipper, so I said I'd skin them for him as a pair of shoes. So, I skinned them, and when it exported it didn't have any of the nodes. I exported again using 'show hidden', and they were there but not hidden.

I'm gonna do a couple more tests, but the main problem is that when I tried to export with the Civ4 plugin, your one overrides it, meaning I can't use it anymore without uninstalling yours every time I want to export something rigged.


- gundalf - 06-26-2006

Quote:Originally posted by eddwills
I've run into a problem:
XKobe on the ESF made a dragon head, but it looked more like a slipper, so I said I'd skin them for him as a pair of shoes.
Uhhhhmmm :lmao:

Quote:Originally posted by eddwills
So, I skinned them, and when it exported it didn't have any of the nodes. I exported again using 'show hidden', and they were there but not hidden.

Maybe you have accidently marked it as collision object? Please verify it using the NifProps plugin. You can also look at it's user defined data (right click on object->properties->user defined) to see if it has a 'np_coll' property...
If that's not the problem, I'd like to have the max scene...

Quote:Originally posted by eddwills
I'm gonna do a couple more tests, but the main problem is that when I tried to export with the Civ4 plugin, your one overrides it, meaning I can't use it anymore without uninstalling yours every time I want to export something rigged.
It's a known problem. I have no influence on that behavior. It's done by Max... Sad


- eddwills - 06-26-2006

Ok so it's pretty sloppy and doesn't have a uvw map yet, but here you go. I skinned it and ran Theo Habit's preparefornifexport script that hides all the bones and stuff. Umm, I'm using v8 if that helps.

The dragon head/barney slipper was massive, I scaled it all down but it's got a lot of verts and could do with being simpler.. I couldn't be bothered with that as it's just a bit of fun.

So yeah, it's probably just me being an idiot but I can't get your exporter to have the bones nice and hidden away like the Civ4 exporter does.

Oh, and when I try to export using the Civ4 plugin it crashes on stripifying geometry. XKobe has the same problem.

Anyways, I've gotta take a shower and then go and supervise some show for the day, so I'll see you guys later. Adios!

Edit: Attatchment removed


- Razorwing - 06-26-2006

It did start out as a plugin that would make it easier to set up collision in nifs than it is with the Civ4 exporter. It does a great job of doing that. Anything else is just icing on the cake. Smile


- gundalf - 06-26-2006

Exports fine here. Confusedhrug: The vertex/face count is kinda insane, though. Wink
Can't help you with the CivIV exporter, good to know mine doesn't crash on it though... Wink