Editing Arcane University:Blender 2.7x Export

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Now we can save that, close down NifSkope and open up NifUtilSuite! For files needed to set up NifUtilSuite and for use as template, NIF, see [[File:Chunkmerge_Utils.zip]]. NifUtilSuite (or rather, ChunkMerge) can take all of the geometry data from our .nif file and turn it into a collision. This part is pretty straightforward. Your target file is the file your original .nif file you exported first, the one that still has your BSLightingShaderProperty branch in it. Your collision file is the one you just edited and removed the BSLightingShaderProperty from. Your collision source should be either Collision fallback Mesh or just simply Mesh, because we are using the mesh to determine where the collisions are. Your collision materials will be different for every object, so you will need to select Name of NiTriShape for your Collision Materials. This way if you have different types of geometry on your model (wood and stone) they can be separated. Your settings should look a bit like this.
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Now we can save that, close down NifSkope and open up NifUtilSuite! This is the part that takes all of the geometry data from our .nif file and turns it into a collision. This part is pretty straightforward. Your target file is the file your original .nif file you exported first, the one that still has your BSLightingShaderProperty branch in it. Your collision file is the one you just edited and removed the BSLightingShaderProperty from. Your collision source should be either Collision fallback Mesh or just simply Mesh, because we are using the mesh to determine where the collisions are. Your collision materials will be different for every object, so you will need to select Name of NiTriShape for your Collision Materials. This way if you have different types of geometry on your model (wood and stone) they can be separated. Your settings should look a bit like this.
  
 
[[File:BlenderExp10.jpg|NifUtilSuiteChunkMerge]]
 
[[File:BlenderExp10.jpg|NifUtilSuiteChunkMerge]]

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