Setting up collision object with Blender and Nifscope

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Hjolldar
Member
Posts: 4
Joined: Thu Oct 25, 2012 7:28 am
Location: Berlin, Germany

Setting up collision object with Blender and Nifscope

Post by Hjolldar »

Hello,

I am currently doing my first steps importing own meshes to
morrowind.

So I used Blender 2.49b and modelled an object, (A bridge to
be specific) and imported them to Morrowind by following
the NifTools tutorial:

[url]http://niftools.sourceforge.net/wiki/Blender[/url]

=> I created the mesh and textures
=> I duplicated the Object to create the bounds
(Triangles as required for morrowind)

But when I start Morrowind and I get to that object, I can
see it, but it does not seem to be solid since my character
just can walk through it, like it is not there.

Opening it in NifScope shows me, there is the mesh, and a
RootCollisionNode. I guess that is what is required to make
the object solid?

Did anyone try to import meshes made by using Blender?

Cheers,
Hjolldar.
Spiffyman
Developer
Posts: 34
Joined: Tue Jan 31, 2012 8:47 pm

Post by Spiffyman »

I've done basically the same steps you have here and my pieces always get collision. I do add a step and simplify the collision mesh, but that shouldn't change the results, just optimize it. So I'm not sure why your collision mesh doesn't seem to work..
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

You need to make a copy of your mesh and copy/paste it in the root collision node. So basically you export your main mesh and a simplified mesh together, like Spiffyman said. Paste the simplified mesh in the collision node (set the flag on the root collision node to 3 and delete the material if it has any).

After that it has collision. If it still doesn't work, please upload the model and we can take a look.
--Mwgek--
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