Search found 11 matches
- 18 Nov 2014, 13:46
- Forum: Feature Requests and Suggestions
- Topic: Decals
- Replies: 0
- Views: 2012
Decals
I have started to make use of the Decal texture in the nif file. I know BETH never used it, but it is a handy feature. Here is a link to the zip file I sent to NifTools so that they could incorporate/test Decals with their latest software. https://www.dropbox.com/s/0jfidmsv20otyo8/ForNifTools.7z?dl=...
- 13 Jul 2014, 21:01
- Forum: General
- Topic: OpenCS selection box
- Replies: 1
- Views: 1736
OpenCS selection box
Are you aware that if you can add an NiNode to a nif, give it the name "Bounding Box", set up a bounding box in that NiNode, that the TESCS will only display that bounding box as the selection box? Everything else is ignored.
- 05 Jun 2014, 21:36
- Forum: General
- Topic: Ambient & Sunlight in Interiors
- Replies: 1
- Views: 2312
Ambient & Sunlight in Interiors
What is the difference between Ambient and Sunlight Settings in an interior? - say a cave, and not using "Behave like exterior"
- 28 May 2014, 12:27
- Forum: General
- Topic: Collision Implementation for static objects
- Replies: 14
- Views: 7615
Re: Collision Implementation for static objects
why would one use a RCN if you end up using bb? I'm working on the Tamriel Rebuilt nifs. With all the various designers/software/converters - we've nif models with just about everything in them (RCNs - Bounding Boxes - Hidden stuff - broken keyframes etc...). Most everything "works" - doe...
- 27 May 2014, 11:56
- Forum: General
- Topic: Collision Implementation for static objects
- Replies: 14
- Views: 7615
Re: Collision Implementation for static objects
Are there any benefits (outside of filesize) to using a bounding box, instead of a RCN? Your collision mesh setup looks to prefer a bounding box over trishapedata. Is there any downside to using a bb for simple shaped statics?
- 24 May 2014, 22:29
- Forum: General
- Topic: Collision Implementation for static objects
- Replies: 14
- Views: 7615
Re: Collision Implementation for static objects
Again - thanks for all the input - I truly appreciate you taking the time to read/reply here. :) I have a somewhat related question: Are the Normals for a RCN ever used? And if not - could they be left out? I know that normals are used for lighting - but the RCN is never viewed (TCB ingame only show...
- 22 May 2014, 12:37
- Forum: General
- Topic: Collision Implementation for static objects
- Replies: 14
- Views: 7615
Re: Collision Implementation for static objects
Thanks for the file info - I am currently working through it. But I have a question. What is Raycasting?
- 20 May 2014, 15:06
- Forum: General
- Topic: Collision Implementation for static objects
- Replies: 14
- Views: 7615
Collision Implementation for static objects
I'd like to know how you are implementing collision for static type objects. Is there a link somewhere or could you point me to the proper source file? I thought an item needed a RootCollisionNode to have collision detected - but that does not seem to be the case in MW. I've come across many items i...
- 14 Apr 2014, 14:37
- Forum: General
- Topic: CS positioning box
- Replies: 0
- Views: 1653
CS positioning box
I've been trying to figure out how TESCS determines the position of the red/green/blue box that surrounds objects in the render window. In particular, I'd like to fix a bunch of these boxes - without changing the position or rotational axes of the object. Could someone here point me to any info abou...
- 13 Apr 2014, 13:19
- Forum: Editor Development
- Topic: Scene Toolbar Icon Request
- Replies: 237
- Views: 193822
Re: Scene Toolbar Icon Request
I'd like to suggest a couple (possibly 3) user defined Movement Buttons. I constantly have to go the preferences button and change the "Movement Speeds" in TES CS. I find that I use 3 types of settings - large values for panning around exteriors or large interiors - medium values for desig...