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Mopp SubMesh CTD #10

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neomonkeus opened this issue Nov 26, 2014 · 0 comments
Open

Mopp SubMesh CTD #10

neomonkeus opened this issue Nov 26, 2014 · 0 comments

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@neomonkeus
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@Koniption
I use 3DS Max 9, and have the NIftools Plugin 3.0.10, and Nifskope 1.0.15.

I exported my MOPP collision from Max, and it consisted of wood, stone, cloth, and metal materials - 4 submeshes in all. I can walk all over the collison ok and it's very solid. But ingame, I only get the stone shrapnel and sounds ingame, when I hit all parts of the ship with a sword, even the wooden parts. It's defaulting to one material type, most likely the first material in sequence. I even tried using the "Update MOPP code" in Nifskope to see if it helped anything, and it didn't.

I'm sending the sample files to amorilia, since I don't know if the upload system here on the tracker is open to where anyone to download the file. I was told this model is to stay unique to Silgrad Tower, so I wish to play it safe.

In the interior, on the stairway that is the longest stairway piece (and maybe the other stairway pieces too, haven't tested them), if I am at the bottom of that stairway, and face the stairs as if to go up them, then jump onto the stairs, while holding forward the whole time, my character will float in jumping position up the whole stairway til he/she's at the top, and sometimes upon reaching the top, is still thrown up and forward a little into the air (as if had enough momentum to be catapulted a little beyond the stairs), and then falls down onto the yellow stone floor.

I'm sending the files via PM to amorilia for same reasons mentioned in the other bug tracker post. It's the same files, anyway.

Koniption

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