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| Meshing Problem; can't really explain... | |
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| Tweet Topic Started: Nov 16 2009, 12:22 AM (757 Views) | |
| Mysty | Nov 16 2009, 12:22 AM Post #1 |
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Mesher
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I have this log cabin model which has an upstairs and I want to be able to walk upstairs in guest mode. But when I try to it won't let me, is there any way to change it so it's like a ramp or something? Secondly, I have a shark tunnel which works except for one serious issue: when you place it, there's still water inside it. It looks really stupid like that so I'm hoping there's something to be done to the model. I think collisions have something to do with it, but I'm not sure. |
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| dalturge | Nov 16 2009, 05:24 PM Post #2 |
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La mente maestra!
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Yes, collisions will solve all of that, I'm not sure about the upstairs thing though, but I think collision will definitely solve the water thing, also if animals go through it. |
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| Mysty | Nov 16 2009, 07:41 PM Post #3 |
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Mesher
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How do I edit the collisions though? o.O |
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| dalturge | Nov 17 2009, 12:09 AM Post #4 |
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La mente maestra!
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In the nif, (once its coded) look for the collision data and see what node it is under, it should be in some extra data block of the node, if there isn't one, then insert a NiCollisionData, but it HAS to be a node. In the XML of your base object search for collision and it should find a line like: <BFCollisionComponent grid="node" /> change the whatever node is attached to the collision to the bone that the collision data is actually under. I'm not sure if it works though
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8:15 AM Jul 11