Hi, I was researching how nif map works and ended up in making a interesting map. Is just flat. If you want to make a entire new map, I suggest you to download it, maybe it helps you to understand how colision and groundobject works.
Download: FlatZone.rar
RegenX: 6600 RegenY: 6600 (for mapinfo.shn), Minimap scale: 0,5 EndX: 511 EndY: 511 (for mapviewinfo.shn)
There are 2 rocks, grass and a big door in center of the map to test the placement of ground objects, you can remove them using the FlatZone - noobject.shmd.
All the nif data explained (only read if you want to make a map):
NiHeader Header. Contains version info and block types
NiNode (scene root) Its the only node that has the map. I attached the colision and flat ground
NiVertexColorProperty Contains some vertex modes (unknown)
NiZBufferProperty (unknown)
NiTriStrips (#CD 01) Colision data (CD)
NiMaterialProperty CD material
NiTriStripsData CD polygon data
NiTriStrips (plane 03) Flat ground data (FGD)
NiVertexColorProperty Contains some vertex modes of FGD (unknown)
NiTexturingProperty Contains the texture attachements. There are two textures but in the example I use the same texture 2 times.
NiSourceTexture Contains the external texture link.
NiPixelData Internal nif texture (unused). If you load it, texture will be tears of marsh ground.
NiMaterialProperty FGD Material
NiTriStripsData FGD polygon data
If someone knowns how to convert external textures into PixelData post here pls. I get a strange red and yellow texture when I do.












