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Related Issues: 36638
This is a collision issue on the building mesh.
Architecture\Solitude\SThe Winking Skeever.nif
Pics attached.
Architecture\Solitude\SThe Winking Skeever.nif
Pics attached.
This has lower poly collision done by hand. Goes from 7500 polys to <1000. With that said it took nothing short of a miracle to get it working, and my official recommendation is that collision outputted from ChunkMerge is too volatile to be trusted.
Also, found a pretty large seam while testing collision and fixed it.
The thing is with collision, the original collision data has some extra information which is hard for us to duplicate in ChunkMerge without it being a ton of work. For example, the Chunk Materials for this NIF have chunks divided up into "stone stairs" "stone" "glass" and "wood". Both Hana's and my fixes essentially get rid of this and everything is considered stone.
I could break up the collision mesh into separate TriShapes before generating collision and assign the chunks their own materials, but this is even more work than hand generating them.
Also, found a pretty large seam while testing collision and fixed it.
The thing is with collision, the original collision data has some extra information which is hard for us to duplicate in ChunkMerge without it being a ton of work. For example, the Chunk Materials for this NIF have chunks divided up into "stone stairs" "stone" "glass" and "wood". Both Hana's and my fixes essentially get rid of this and everything is considered stone.
I could break up the collision mesh into separate TriShapes before generating collision and assign the chunks their own materials, but this is even more work than hand generating them.
Same as before, but I generated collision in newer ChunkMerge, once I finally could get it working...
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