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Showing results for tags 'collisions'.
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i'm trying to make a bigger collision for bullet casing. every tutorial is telling me to make bhkRigidBody, but whenever i add it, the bullet casings turn into error signs. is there a way to resize bhkPhysicsSystem?
- 2 replies
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- bhknpcollisionobject
- casings
- (and 8 more)
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Hey all, I'm currently trying my hand at some simple meshes made in Nifskope, by combining several different items into one mesh. While I can get the meshes to work and keep the correct textures, the collisions are never present for any items I added into the original nif. What I am asking is; is it possible to see, select or even copy and paste collisions within Nifskope? If the answer is yes (And I hope it is) does anyone know how to achieve this, or have links to any tutorials regarding the subject. Cheers, Bay K.
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Well let me start off by saying I've had the worst month trying to fix what should be a simple thing, I resized and object in Nifskope and only later found out I have to resize the collision as well for it to work. I tried using the blender nif plugin which doesn't work for me. I tried the 3ds max 2013 I can import but I cant export collision or do any of the basic things I need to as per vague tutorials. everyone keeps saying to refer to Skyrim tutorials that do nothing to help things and there's little to no information on how to do a bloody collision for a model. How come in papyrus scripting and xedit I can do complex things such as create opening and closing vault door and linking up power through splines but edit simple collisions is such B.S. my free trial of 3ds has ended and i'm no closer to my fix for collisions than I was a month ago, the key gens don't load or exist. to be quite frank I might just upload the nif for anyone to do whatever is need to make them work.
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Hello, So I have successfully created a mechanic where a tent, door, and x marker is moved in front of the player. The problem is when the WastelandMarquee model is moved to the player it loses its collision and I can walk right through it. Does anyone know why this happens and how to fix it? In order for the moveto player command to function I also had to use the WastelandMarquee model as an activator, so perhaps that is the issue? Thanks.
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I know that regenerating the precombines and the previs this is solved, but is it the only option or is there some other way to do it? I am creating a cleaning mod and I think it would be better not to regenerate the precombines (to make it more compatible with other mods), except in more complicated places like Bunker Hill and the Hangman's Alley.
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So...I have wanted to add a collision box to my item so I can interact with it. It turns out that is quite difficult. There is not many tutorials or documentation for this topic and even the ones that I found are unusable - since 3ds max 2013 is basically unobtainable. So my question is how I should make the collision box for my items without 3ds max. I suppose that there has to be some way as people are releasing mods. I do not think that every modder that released some mod has some super-secret modder-only copy of 3ds max 2013.