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[WIP/REL] Fixing Collision on Statics & Items

Submitted by qwertyasdfgh on

Welcome to the beginning of Morroblivion Collisions:

There's one long-standing issue in Morroblivion and that's the collision, Everyone's favorite! In previous releases hundreds of models were already optimized but still hundreds more remain, no longer thousands. The remaining meshes still use collision from the original nif converter, which is uncompressed bhkNiTriStripsShape and is VERY BAD. In addition to that some of the settings at bhkRigidBody block are incorrect.

For statics this collision should be replaced with MOPP shapes and in some cases made more precise. The reasons for that are:

  • Performance. I'm betting collision is responsible for 2\3 of performance issues with Morroblivion.
  • In some interiors there are Havoked items on shelves very close to walls. When collision on the wall is imprecise like it is now, such items clip into it and then end up moving in strange positions or falling outside the cell altogether.
  • Havok materials. This is what defines footsteps and weapon sounds and whether or not arrows will stick in object or bounce off. Not the biggest issue, but still.

Unfortunately, collision must be fixed manually, one model at a time. PyFFI can convert collision to MOPP shapes, but it makes things even worse in some cases.

qwertyasdfgh had written a Tutorial on it. May be outdated.

Uncomplete and Completed model sets are listed below:

Interior Sets

Propylon Ports (10 models) - completed by rekom23
Ashlander Tents (5) - completed by ilpirata
Generic wooden structures for caves (11) - completed by rekom23
Common architecture (102) (multiple collision materials)
Daedric (30) - completed by rekom23
Dunmer shacks and ships (14) (multiple collision materials)
Dwemer (44) completed by ilpirata
Hlaalu tileset (54) completed by ilpirata
Imperial forts (31) (requires more precise collision shapes)
Redoran (112) completed by ilpirata
Vivec sewers (20) - completed by rekom23
Stronghold ruins (105) (multiple collision materials)
Telvanni (92) - completed by rekom23
Velothi and Vivec (182)
Nordic (11) completed by ilpirata

Cave Tilesets:
Bone caves (112) completed by ilpirata
Lava caves (113) completed by ilpirata
Mold caves (113) completed by ilpirata
Py caves (113) completed by ilpirata
Mud caves (113) completed by ilpirata

Tribunal:
Mournhold (30) - completed by rekom23
Mournhold sewers (18)
Old Mourhold (65)
Tribunal Dwemer (37)
Sotha Sil (37)
Adamantium Rocks (14)

Bloodmoon:
BM Colony set (16)
BM Icy Caverns (69)
BM Castle Karstaag (9)
BM cave (55)
BM Tombs (16)
Skaal (7)
Thirsk (12)
Glacier (5)

Exterior Sets

Ashlander Huts (6)
Barnacles (6)
Bloodmoon (24)
Cave Entrances (20)
Colony (32)
Common (41) (multiple collision materials)
Daedric (47) completed by DaggerfallTeam
Dunmer (66)
Dwemer (45)
Flora (18)
GhostGate (15)
Hlaalu (73) completed by DaggerfallTeam
Imperial (52) completed by DaggerfallTeam
Mournhold (81)
Nordic (14) completed by ilpirata
Other (30)
Redoran (33) completed by ilpirata
Ruin (14)
Skaal (24)
Stronghold (31)

Latest BSAs files only Download as of 10/2/2022

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Last edited by Daggers on 2 Oct 2022 - 16:57.Overhaul, Change ownership

I know how to create convex, box and sphere shaped collisions in Blender using the Hull script and assigning Havok Materials to them. I can also create collisions using the exact mesh measurements which is probably very bad for performance, but sometimes reducing poly counts on these collisions helps. I haven't really created any unique collisions from scratch though. I would be willing to help with this but I can't say for sure how fast and how many models I can do in my time. Also, is there a list of very bad or already fixed models?

And the performance gain in the Manor district is immense, good job.

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Hashmi's Collision Redone uses exact collision. Ironically, exact collisions in MOPP shapes would've been better than current ones - simplified in geometry, but unoptimized in nif format.

And in most cases you don't need to create collision from scratch. There could be several variants:

  1. Easy. You can use already exisiting collision shape. All you need to do in Blender is make several tweaks and re-export the model.
  2. Moderate. This is when collision needs to be more precise for reasons I described in the first post. Here you can mix and match existing collision shape with parts derived from full-detail model.
  3. Complicated. Could be any of the above, but when model needs multiple Havok materials, i.e. parts are wood and parts metal. This can't be done solely in Blender and requires some NifSkope magic.

Hashmi has already done flora, Hlaalu, Redoran and Telvanni exterior sets and rocks (except Solstheim ones) and ingredients. This means that almost everything in 'morro\f' and 'morro\i' folders as well as part of 'morro\x' folder is still not done. Lots of things to choose from, as you can see :)

Personally I think it would be better to start from models used in neutral areas rather than dungeons, because player generally visits them more often.

If you're interested you can choose a small group of meshes to start, like, for example "Redoran furniture" - everything waht starts with 'furnUredoran...' in 'morro\f' folder. I'll try to get a small tutorial out this weekend to better explain what needs to be done.

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Which tweaks do I have to make in Blender to use the existing collision object? I assume it's also about changing the properties and object types?

And how do I see if a model has "bad collisions"? Are those usually the collision objects classified as "bhkNiTriStripsShape"?

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Make sure you have a chat with Ormin. He has a deep understanding of Oblivion collisions and works with tools around it.

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Would it be accessible for a total noob (in moding scene)?

I really enjoy this mod and i have time at the moment, so i'm willing to help.

 

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https://www.youtube.com/watch?v=ODlSCCudxCY

This running on 3.16gig Celeron,,4gig Mem,,1gig Video,,1 Terra byte Drive with 89gig used on Drive..

First part is without New Meshes Game Runs 14--20 Frames.

Second part is With New Meshes Game Runs 25 Frames Constant.

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Another thing I noticed - I love Oblivion's material system which changes the footsteps sounds to match the material of the static. I tried it in Morroblivion and the Vivec cantons don't have that stone sound (only some grass sounds). Neither do a lot of statics.

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Which tweaks do I have to make in Blender to use the existing collision object? I assume it's also about changing the properties and object types?

You'll need to temporarily change collision mesh into a regular one, then make sure it's normals are aligned properly and change it back. If that didn't make sense, wait for the tutorial, I'll post it soon.

And how do I see if a model has "bad collisions"? Are those usually the collision objects classified as "bhkNiTriStripsShape"?

Yep.

Make sure you have a chat with Ormin. He has a deep understanding of Oblivion collisions and works with tools around it.

Thanks, I'll do that.

Would it be accessible for a total noob (in moding scene)?

Yes, I will try to write a tutorial that way.

First part is without New Meshes Game Runs 14--20 Frames.

Second part is With New Meshes Game Runs 25 Frames Constant.

I guess it's working then :)

Another thing I noticed - I love Oblivion's material system which changes the footsteps sounds to match the material of the static. I tried it in Morroblivion and the Vivec cantons don't have that stone sound (only some grass sounds). Neither do a lot of statics.

Yes, this is mentioned in the first post.

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Just to be sure, i copy .7zip in the mod folder and use Wyre Bash to install?

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Yes.

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I have posted a tutorial, which covers the 'easy' variant of fixing collision.

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Added optimized Vivec exteriors + a list of exterior tilesets.

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By the way new NifScope can display compressed collisions in Oblivion too, and supports loading of textures from BSA archives amongst many other improvements

https://github.com/niftools/nifskope/releases

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Thanks, didn't know there was an update.

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I'm going to start working on these in my spare time. I'll start with the exteriors first I guess, since FPS is a bigger issue outdoors it seems.

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I've created a Tutorial on creating Collision for Oblivion in 3ds max, Since v065 is being released I thought I'll share it :)

3DS Max Collision Creation

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:\

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I've created a Tutorial on creating Collision for Oblivion in 3ds max, Since v065 is being released I thought I'll share it :)

Generally, making collision by copying full model is not ideal, because it will be too high-poly. For Morroblivion's meshes it can be acceptable, because the base models are relatively low-poly.

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I remember you asked for screenshots? You never looked at them.

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I revive this older thread as I made collisions for Ashlander tents interiors. Here they are

mediafire (MERGED)

and Hlaalu interiors

mediafire (MERGED)

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Awesome! merged it!

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I'll revamp this page soonish, but for anyone working on meshes you need to use core/mesh update for the time being.
 

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Well, these collisions were indeed made with models extracted from v66, they are not compatible with the newest core/mesh update - however, if it helps you a bit, I can pack the collision meshes alone, so you can easily copy them into files of your core/mesh update in nifskope. Also, I would like to continue working on this stuff (with that update in mind, of course), I had started nord interiors (12 assets) and finished one of the houses :)

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Nord interiors + exteriors

mediafire

Redoran interiors

mediafire

They should be compatible with core/mesh update

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Shacks and ships exteriors - shacks had decent collision shapes but not materials, so I tweaked them

mediafire

Redoran exteriors

mediafire

Docks exterior

mediafire

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If I may make a suggestion... Could you possibly do ash caves, please? They are extremely porous as it is, people and creatures fall through the ground, not to mention small objects. For example, the first Imperial Legion quest gets stuck because you're supposed to find a certain axe on the floor in an ash cave, but that axe had fallen through the ground, even despite of a collision box placed underneath it. It's really quickash at the moment... :-o

Thank you in advance!

[External image]

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Definetly! All the interiors caves are the last thing I never touched.

 

Edit: I also merged the above Collision fixes

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i'm right now on Pudai Egg Mine to collect 7 gold eggs but i only find 5 i don't know if this problem of the ground collision is the source of that -_-

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Here are the caves, they are the same meshes just with different textures

mediafire 

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Eduge2008

i'm right now on Pudai Egg Mine to collect 7 gold eggs but i only find 5 i don't know if this problem of the ground collision is the source of that -_-

yes you're right, the eggs fall through the ground :( moving them a little higher above ground in CS fixed the problem for me. Try if it works for you as well :)

 

eggfix

EDIT: I had to tweak collision of the eggs as well. The link to the fix is updated

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Many thanks for the fixes! I'll merge them into my game ASAP. :)

I find that many objects are positioned too low by default - and I'm talking even vanilla Oblivion. I always run the havoc sim in the CS to make sure. If the object falls through the surface, it's usually fixed by moving it up and runnign havoc again. Then it settles reliably.

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Lena Wolf

Many thanks for the fixes! I'll merge them into my game ASAP. :)

I find that many objects are positioned too low by default - and I'm talking even vanilla Oblivion. I always run the havoc sim in the CS to make sure. If the object falls through the surface, it's usually fixed by moving it up and runnign havoc again. Then it settles reliably.

 

Glad to hear that some people find this useful. Collisions will be fixed eventually, however, it will take some time as I am able to work only so fast :(

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i used the console command tcl to disable the collision and yes the 2 remaining eggs was much below the ground

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I don't know much, but what does this fix improve? Has the game gotten better?

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The Dwemer Ruins also has no collision, when character dies they sunk in the floor.

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Let's take a view from another angle - collision is basically a game physics. Unfortunately, morroblivion has bad physics. Off the top of my head, NPC, creatures or even player fall down through the floor, arrows fly through the walls, clutter (grabable items) is bouncing of the walls forever. Especially coliisions for statics are awful. You might experience that you cannot loot some dead creatures or leave houses because you cannot click on the door. This may interfere with quests of course. Don't get me wrong, the game is still playable, but these fixes should greatly improve the overall experience :)

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Just out of interest: why does Morroblivion have bad physics? Is it because the physics in TES3 Morrowind didn't convert very well to TES4? Or because the NIF format is a bit different and thus doesn't function properly? It is of course a tremendous job to modify everything by hand. Thank you for doing it!

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i played Morroblivion in 2015 and i don't remember this collisions problems i think some new merged texture or meshes caused this 

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I can't give you any reasonable answer. Maybe someone who is here much longer like DaggerfallTeam can shed light into this. Nif is a different.

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Eduge2008

i played Morroblivion in 2015 and i don't remember this collisions problems i think some new merged texture or meshes caused this 

The one glaring issue are certain models causing Actors/Player to fall through the floor upon death, dropped items to fall through the cell floor and very few less then 5 models cause things to just fall completely through.

Newer versions of Morroblivion v065+ have this problem more often then all previously releases. caused by using Sniff (a tool for batch modifying nif files) I believe it's more of a bug on Sniff side, The changed settings within the Nif came directly from variety of Vanilla Nifs for certain models, Cave with Cave Fort with Fort Cup with Cup..

Instead of having the desired effect (optimization) well it did.. but caused what you see now, Why Exactly? I have no clue, I spent hours on this, Optimized, Re-optimized using sniff, pyffi and Dev Pyffi and tried out tweaked settings and still nothing. The only solid fix was redoinng the collision 3ds max/blender.

Edit: FIRST POST UPDATED
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You did a great job of putting it together, awesome. I will continue with the dwemer interiors

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Here are three more bundles of corrected game assets, have fun :)

Dwemer interior

mediafire

Cavern of the Incarnate

mediafire

Common architecture

mediafire

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Awesome, I merged those and repackaged just the Meshes and Texture BSA archives. This does contain alot of texture changes and fixes, over 700..

September 9th 2022 BSA Download

OUTDATED, Link removed

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Morroblivion Resource File Update with Option for Previous Installs
The BSA files have been updated, please update for all texture fixes with additional improvements. Notice: This requires a previous working install of Morroblivion, everyone else can continue to follow installation instructions.

  • Merged Sewers - Arkitektora of Vvardenfell (Tyddy)
  • Fixes inconsistency in Vivec Sewers with Tyddy Sewers
  • Merged Articus Old Stucco 2K Retexture (ArticusArt)
  • Merged Articus Old Mournhold and Sewers Retexture 2K (ArticusArt)
  • Merged Articus Clockwork City of Sotha Sil 2K Retexture (ArticusArt)
  • Merged Articus Mournhold 2K Retexture (ArticusArt)
  • Fixed all reported missing textures as of 9/18/2022
  • Removed unused texture files
  • Dwemer interior fixed (ilpirata)
  • Cavern of the Incarnate fixed (ilpirata)
  • Common architecture fixed (ilpirata)

  Download (Google Drive) for previous installs of Morroblivion

UPDATED LINK on 9-26-2022

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The floor is indeed not solid much too often to be tolerable. Loot often falls through, sometimes enemies fall through, and the player soon after entering through the door, like at Fort Pelegiad. Then killed enemies do something crazy like materializing 15 meters away.

I was at the Ashurnibibi daedric shrine with very jagged ground, and got chased by a red soldier of hell. Then the game slowed down to about 2 fps as I tried to approach it, which suggests that the crazy slowness is indeed related to objects getting stuck. Where I got problems in the Seyda Neen tradehosue, I saw a cuirass sticking through the 1st floor's ceiling.

What has been added to make the textures file 2.2 GB vs 0.9 GB in the last version?

How do I troubleshoot inability to walk into certain areas? The game crashes often with exception offset 004a0a92. The logs don't give any information. I've been to those areas before and left killed monsters. But the game crashes before I am close enough to see anything wrong.

Like now I went to Arkgnthand to verify that the pink bands are gone, and the game crashed approaching the cell north of the Ark.

Another crazy issue I found was that if I fell into Lava (forgot which cave), quickloaded, and the lava damage was still killing me until I restarted the game.

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What has been added to make the textures file 2.2 GB vs 0.9 GB in the last version?
A: I added back 1K textures, awhile ago..

The outstanding problems are now Clutter, Armor/Weapons. The Lava issue is known. I actually have permission to port armor remodeling pack vanilla style, You can imagine the amount that will fix.
 

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That's strange because I downloaded M/w recently, this autumn, and the texture file was smaller. But ok. I don't see obvious differences, except that factions now have icons.

Edit: With the new texture package I see a few pink objects. They are properly with the smaller package.

  • Dwemer cranking handle in Ark »»
  • Dwemer pipe elements in Ark »»
  • Some wooden boards in Unexplored Shipwreck »»
  • Hellish architecture outside Maelkashisi Shrine »»
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Thank you for the response. Another discovery. Maybe you can blame it on my computer. With these new meshes (671,181,804 bytes), I am unable to enter the Hla Oad Drop Off interior. I can with the last release version. The game crashes.

Edit: Entering into Heaven's Gallery, Arkhand is impossible. The position of the player jitters wildly some distance from the door, such that is also impossible to leave. Meshes 066.1 work.

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