Preparing of template nif file is only one time job. In case you want to set a name which is already in list of names, just select it and press OK. Window with list of names appears and you can type (or paste) new name of desired material into input box and click OK. To set name of NiTriShape block, left click on it and look to Block Details area (usually the bottom part of NifSkope's window) an find item Name.You can also find a list of SkyrimHavokMaterial names in Appendix. Locate this file in NifSkope's directory, open it in some text editor and search a string "SKY_HAV_MAT_" (every SkyrimHavokMaterial name begins with this string). Name must be one of SkyrimHavokMaterial names defined in "nif.xml" file. Set name of each NiTriShape block to name of material you want it to represent.If not, right click over NiTriShape and select Mesh → Face Normals. Look at NiTriShapeData of each NiTriShape block and check, if Has Normals is set to yes. all other blocks removed – if you have any other blocks in nif (blocks related to shaders, properties etc.), remove them by right-clicking over block and selecting Block → Remove Branch.each NiTriShape block representing one separated object from your collision model in 3D soft, because each NiTriShape block will represent a part of collision mesh with own material setting.all NiTriShape blocks linked to root node.Now try to reach that simple structure of your nif as shown on picture "Collision exported", i.e.And want to have three different materials used on it – BROKEN STONE on bottom part, STONE on middle part and WOOD on roof – so they are separated in 3D soft (Blender). But where you can, join parts representing same material to one object.Įxample: Modelled this quite simple collision shape.
It is ok to have more separate objects and want them to represent same material (for example from reason of comfortable modelling in 3D soft – selecting, editing…). If you want to have multiple materials on collison mesh, make separate object(s) per material.Don't have any modifiers or transforms on your objects.Don't apply any material or property, it is useless.Have normals under control – they should point outside of surface, not inside.If original 3D model is complex, don't try to create identical collision object – try to simplify wherever you can.