Talk:How to make a nif with multiple collision materials

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Revision as of 16:48, 14 May 2008 by imported>Qazaaq (better explanation)
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Unfinished

This is not a finished article and should not be linked to other articles or be categorized until it's finished.

The article is a big wall of text, it's impossible to read and understand it's message without proper formatting. It needs headers and paragraphs at least and possibly images or screenshots to support the instructions.

With that, this can be a very useful guide.

--Qazaaq 11:54, 5 February 2008 (EST)


This article is still not finished, none of the above has been improved. I'd also like to add that bylines are not allowed on the Wiki articles. The byline is removed and the Unfinished tag is reapplied, please do not remove the tag until the article is finished. Feel free to ask questions if you're not sure how to improve the article.

Additionally I'd like to point out that exporting collision from Blender as an object, instead of a collision model, does not yield the best result. NiTriStrips or Shapes are very inefficient as collision models, instead Mopp shapes should be used, but they can only be exported as collision model.
--Qazaaq 19:10, 26 March 2008 (EDT)

Qazaaq, at no point do I mention "exporting collision from Blender as an object", Where did you get that? Not from my article: I quote: "If exporting from Max or Blender, DO NOT export the Collision Models as Collision Meshes, just export them as regular meshes." Additionally, you say Mopp shapes should be used, so please provide a link to where the info on exporting Mopp shapes is on the wiki, I looked a while ago, trying to figure how to do that, but found nothing, but then I use Max, not Blender, and the Max exporter doesn't do Mopp shapes yet, as far as I know, but if you're saying there is another tutorial on how to export multiple collision materials then show me where.>--Waerloga
What I meant by object is a normal model, it's Blender terminology, sorry I should have been more clear. Exporting a Mopp in Blender is just clicking a button in the export screen, there's no tutorial needed for that. At least, if it works successfully, there are meshes where it fails and getting it to work is quite a hassle. By the way, mopps support multiple collision materials in one collision shape.
You don't necessarily have to explain this here, if you're a 3ds Max user you probably shouldn't (unless you tried it yourself). But then you should add a disclaimer at the top explaining that there are more efficient ways available for Blender users. Or move this page to 3ds Max: How to make a nif with multiple collision materials, to show this is a 3ds Max specific tutorial.
Apart from that, the tutorial still doesn't contain any headers which makes it very difficult to get an overview of the entire process and to look up information you read here earlier.
--Qazaaq 17:48, 14 May 2008 (EDT)
Thanks, Qazaaq, I hadn't checked the History or the Discussion pages on this one, just added the Byline tag automatically.
Waerloga, Qazaaq is absolutely right. Please read the Wiki Editing Style Guide and Wiki Editing Syntax Guide for help with improving this article. Also, feel free to post here if you have any questions or comments.
Dragoon Wraith TALK 21:27, 26 March 2008 (EDT)