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Bug #3915

NC text key on nifs doesn't work

Added by halbe null 4 months ago. Updated about 1 month ago.

Status:
Closed
Priority:
Low
Assignee:
Category:
NIF format
Target version:
Start date:
06/09/2017
% Done:

100%

Reproducibility:
Always
Operating system:
Linux
Severity:
Minor

Description

NC is supposed to make a .nif have no collision but if you make a .nif file with it you will still collide with it in OpenMW. The NCO text key does work however but according to Greatness7, NC is the normal name and NCO is not standard so NC should definitely be supported.

Also is RCN supported? Greatness7 said it was important for things like if you want to make a moving platform and not fall through it.

Associated revisions

Revision 54bb1b13 (diff)
Added by scrawl . 3 months ago

Change NCO/NCC flags to NC* (Fixes #3915)

History

#1 Updated by scrawl . 3 months ago

Maybe the rule is just "NC*" i.e. start with NC and whatever comes after is ignored?

Also is RCN supported

You mean RootCollisionNode as a node name? Yes. But as a text key, I'm not aware of that.

#2 Updated by halbe null 3 months ago

scrawl _ wrote:

Maybe the rule is just "NC*" i.e. start with NC and whatever comes after is ignored?

Also is RCN supported

You mean RootCollisionNode as a node name? Yes. But as a text key, I'm not aware of that.

Ok G7 said that you're correct, ignore everything after NC (which is not case sensitive). He also says rcn is not RootCollisionNode, it is string data. Look at in_dagoth_bridge00.nif for an example:

"Greatness7 - Today at 6:45 PM
it detaches the RootCollisionNode from the mesh and puts it into the Activator game data
end result is that it'll be far less likely for the player to clip through when the mesh is animated of moving via scripts"

#3 Updated by scrawl . 3 months ago

Maybe Greatness7 could post here himself rather than being relayed? ;)

it detaches the RootCollisionNode from the mesh and puts it into the Activator game data
end result is that it'll be far less likely for the player to clip through when the mesh is animated of moving via scripts"

Not quite sure if I understand but this sounds like something that might not be necessary in the first place given that OpenMW uses a different physics engine.

#4 Updated by scrawl . 3 months ago

  • Status changed from New to Closed
  • % Done changed from 0 to 100

#5 Updated by Alexei Dobrohotov about 1 month ago

  • Assignee set to scrawl .

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