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[REQz] Custom Collision Boxes


DsoS
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Wondering if i could get someone to create me a few custom collision boxes.

I use grid snap set to 32

Pieces needed:

Straight (like a normal hallway)

Dead end

3-way

4-way

Turn (corner)

They need a floor, but ceiling is not necessary

I'd like to be able to snap them together like normal hall pieces or room pieces.

The sides (walls) need to be high enough so players can't jump over them, and to allow over sized NPC's to walk them

Example of the Wall height, and width for all pieces:

collisionboxhallway.jpg

EDIT:

They need to be able to be walked on.

Edited by DsoS
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My problem with collision boxes is that you can't actually see where the collision falls. Do you happen to know how to create the material/texture that disappears in game, like Xmarkers and subspaces use?

I'm afraid I don't understand. If you create them in Blender you can certainly see them. If you turn on View Havok, you can see them in NifSkope. There's also a function key (I don't remember which) that makes them visible in the CS.

Maybe you could explain a bit more.

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Yea, I wasn't being very clear. See how the collision box is just a box framed with yellow? You can't see where its sides are on the inside, since they are transparent. For instance, I was using collision boxes as doors, and it was hard to make sure that the door marker was not located inside the box. What I'd like to create is something like the subspace boxes, that are completely shaded all around, so I could tell where exactly the collision starts/ends.

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Lady_Nerevar, I understand. I thought you were using regular havok shapes created in a modeling program like Blender or in NifSkope. I understand now that you are using the Yellow box like "collision boxes" from the CS as shown in the OP. I can't help you there.

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My problem with collision boxes is that you can't actually see where the collision falls. Do you happen to know how to create the material/texture that disappears in game, like Xmarkers and subspaces use?

It's really easy if you use modelling software at all. You need a shape that has no texture UVSet applied, place it in it's own NiNode named "EditorMarker", and add 32 to your BSX flags (tells it there's an editor marker in the NIF). You can control the colour of your "editor marker" shape with the Material settings.

If you don't use modelling software you might be able to get it to work just stripping the texture data from an existing NiTriStrips, but I have a vague recolection it doesn't work if It has UVMapping applied. Of course you could probably still just set "Num UV Sets" to 0 in your NiTriStripsData block, but I haven't tried it. :blush:

WT

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The collision is a continuous box around the outside of the model, yes. However, only the outer edges are shaded, which means that I can only tell where the collision ends/begins around the outer edges. When scaling the box to be the size of a cell, I can't tell whether my objects are placed inside or outside the collision. See how the collision box overlaps the crate in this screenshot? Without the tinted sides, it would be hard to determine where the box (and hence collision) stops.

Here is another diagram:

collisionbox.jpg

Yea, its probably not useful for most people, but its something that has come in handy for me.

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