fireundubh Posted April 29, 2016 Share Posted April 29, 2016 How do you "add physics" to an object, so that things like this don't happen when you drop the object? Link to comment Share on other sites More sharing options...
zilav Posted April 29, 2016 Share Posted April 29, 2016 There is official NiF exporter for 3dsmax but I have no idea if it supports exporting with collisions. If not, then copy collision node if NifSkope from a similar mesh and toggle collision flag in BSX node. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 There is official NiF exporter for 3dsmax ..... You mean this? -> http://www.elderscrolls.com/morrowind/downloads/ Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 You mean this? -> http://www.elderscrolls.com/morrowind/downloads/ There's an official FO4 NIF exporter in the Fallout 4\Tools directory. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 Thank you for the information, STEM is for me a "necessary evil". I do not really look in to it, if I do not have to. EDIT Stupid me, I was looking on Steam and I began to irritate what's going on. It turns out all in this new "unnecessary" BethesdaNetLauncher EDIT2 >>> Only For 3ds Max 2013 What A Bunch Of Idiots! <<< Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 Only For 3ds Max 2013 What A Bunch Of Idiots! No, they're not. They use 3ds Max 2013. Why would they spend money on developing an exporter for other versions? That would really make them idiots. Be happy that there's a free, official NIF exporter in the first place by request. As Arthmoor said here, the last game SDK to offer an exporter was Morrowind. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 No, they're not. They use 3ds Max 2013. Be happy that there's a free, official NIF exporter in the first place. These ungrateful comments always make me wonder why game developers make games. You're kidding, without modders Bethesda games would have been long ago forgotten. It is in their interest to provide free tools. Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 You're kidding, without modders Bethesda games would have been long ago forgotten. It is in their interest to provide free tools. You're generalizing. There hasn't been an official NIF exporter since Morrowind. Their games between then and now have clearly not been forgotten. I also think you're totally overestimating the impact of mods on the success and long tail of Bethesda's games. Only 1% of the player base uses mods. 99% of the players literally can't care less about what modders are doing. Moreover, why are you trolling my thread? I asked about adding physics to objects. I don't care about your totally unqualified opinions about why Bethesda is successful at all. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 "Only 1% of the player base uses mods." Sure, as you take into account that this is some old statistics from Beth have thrown into one bag all users. (PC and Conlole) And so far on consoles It is not possible to install mods, and as you know FO3/FNV and SKY sold the most on consoles. "Moreover, why are you trolling my thread?" I'm sorry it was not my intention. This may somehow help? Settlement Keywords Expanded by Sharlikran Converting Objects for Icons AKA ‘PTRN - Transform Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 This may somehow help? Settlement Keywords Expanded by Sharlikran Converting Objects for Icons AKA ‘PTRN - Transform Thanks. This helps with the other thread about transforms. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 You can inject new "BSTriShape" using NifSkope in an existing mesh with similar shape and "physics". Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 So, I opened the .nif with NifSkope and exported the file to an .obj file. I now have the .obj file imported into 3ds Max. Do you know how I would add collision in 3ds Max? Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 So, I opened the .nif with NifSkope and exported the file to an .obj file. I now have the .obj file imported into 3ds Max. Do you know how I would add collision in 3ds Max? I have no desire to maintain the Importer as both the import/export code are a wreck and there are programs that write to NIFs better. The export was quick to hack in but the import is much different, especially because there are almost 20 unique vertex formats used by FO4. I'd rather let Figment and others deal with it. If I ever improve import/export it will be by moving everything to use assimp, a library which will make it much easier to import/export from/to many more formats. Basically, Import/Export has been "use at your own risk" for years, and most of us would rather strip it out than try to fix it. http://www.afkmods.com/index.php?/topic/4136-nifskope-20-dev/?p=159357 I create or edit existing mesh in max, export to NIF, and merge with NifSkope in existing NIF with same or similar shape that has similar collisions. EDIT For Skyrim collisions i use NifUtilsSuite Link to comment Share on other sites More sharing options...
Hana Posted April 29, 2016 Share Posted April 29, 2016 I create or edit existing mesh in max, export to NIF, and merge with NifSkope in existing NIF with same or similar shape that has similar collisions. Back in the beginning of Skyrim modding, this is what we did as well. Make sure to copy the Trishapes into the mesh collision, not vice versa. Copying collision nodes doesn't end well. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 Back in the beginning of Skyrim modding, this is what we did as well. Make sure to copy the Trishapes into the mesh collision, not vice versa. Copying collision nodes doesn't end well. That's what I'm doing, I forgot to write about it. Thank you for reminding about this Hana. Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 Hrm... I need an "add physics to object" button... Anyone want to "add physics" to some Fallout 4 meshes for my Interactive Clutter mod? I've already converted 63 supposedly moveable statics to miscellaneous items and replaced more than 14,000 references. I can pick up things like tires, mannequins, and weed whackers in the game. All objects have pickup/drop sounds, keywords, value/weight, scrap components, and transforms. But a few of the objects, like the Mr. Handy Box in the screenshot, freeze in the air when you drop them. Most of the converted objects have box-like meshes. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 How many of these Meshes that freeze in the air ? Pack all in the archive (while maintaining full path "Meshes\Props\Jet.nif" ) We'll see what I can do/help. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 See if that Mesh (it is edited MrHandyFuel_Prewar.nif with "BSTriShape" from PlayerHouse_Ruin_HandyBox01.nif) still hangs in the air. Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 Here: https://drive.google.com/open?id=0B0o3cG8Q52tpamQtT0wzV2NieW8 Meshes Without Physics.7z is the main file. There are only 7 files. (I'd like to convert some statics to miscellaneous items, too, but those definitely don't have physics/rigid bodies or whatever.) Broken Tricycle01 Mesh.7z: The Tricycle01.nif mesh behaves strangely. When you spawn the object, it doesn't spawn in front of the player. When you try creating a transform for it, it's off-center. Way off-center. I think the collision node should match the collision node in TricyclePW.nif since they're basically the same model with different textures. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 (edited) Write me whether this mesh work (what I gave link in the previous post), then I will continue with rest of the meshes, or continue "searching the way". EDIT If that previous mesh does not work, see if this works. Please see whether this also works even if the previous work, then I'll do a quick guide to what and how in NifSkope. P.S. I'll be back in an hour. Edited April 29, 2016 by InsanePlumber Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 Write me whether this mesh work (what I gave link in the previous post), then I will continue with rest of the meshes, or continue "searching the way". It now drops (yay), but it also clips into the ground, can't be grabbed from most angles, and spins when pushed. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 See the second mesh work, I'll be back in an hour now I have to go after the kids. Link to comment Share on other sites More sharing options...
fireundubh Posted April 29, 2016 Author Share Posted April 29, 2016 If that previous mesh does not work, see if this works. This second version remains static in the air. Link to comment Share on other sites More sharing options...
Jon Posted April 29, 2016 Share Posted April 29, 2016 The official exporter doesn't export working collisions. It exports Skyrim-era collisions (if you toggle an option, otherwise you get even OLDER collisions) and the Preview app gives you a warning that it converted the physics at runtime to the new style (bhkPhysicsSystem). However, I don't think the engine actually likes the old collision even though the Preview will show it with the F4 key. You can read here that they say that collision support is "TBD": https://community.bethesda.net/thread/2888 You can read this thread starting here: https://community.bethesda.net/thread/6101?start=75&tstart=0 ... regarding collision and the confirmation from the devs that it doesn't work and that they will be fixing it. EDIT2 >>> Only For 3ds Max 2013 What A Bunch Of Idiots! <<< You might not understand that their work relies on the Havok Content Tools 2014.1 which only supports up to 3ds Max 2013. They probably couldn't provide an exporter for newer versions if they wanted. The official exporter does include the scripts from HCT in the installer, but not the actual binaries the scripts use. However this might be all you need. I would still suggest installing HCT 2014.1 x64 yourself and then install the official exporter. Link to comment Share on other sites More sharing options...
InsanePlumber Posted April 29, 2016 Share Posted April 29, 2016 You might not understand that their work relies on the Havok Content Tools 2014.1 which only supports up to 3ds Max 2013. Fooled myself in this commentary I admit. Where can I download Havok Content Tools 2014.1 x64, I can not really find it on the http://www.havok.com website? As for the collision, for now it remains injecting "BSTriShape" using NifSkope if I understand it correctly? Link to comment Share on other sites More sharing options...
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