Difference between revisions of "Static"

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*'''Flags:'''
*'''Flags:'''
**'''Has Distant LOD:''' Check if this object should be visible in LOD beyond the 5x5 loaded area.  You must specify LOD meshes if this is checked.
**'''Has Distant LOD:''' Check if this object should be visible in LOD beyond the 5x5 loaded area.  You must specify LOD meshes if this is checked.
**'''Specify Distant LOD Meshes...''' Opens a [[Distant LOD Meshes Dialog|new dialog]] to let you pick LOD meshes for an object.
**'''Specify Distant LOD Meshes:''' Opens a [[Distant LOD Meshes Dialog|new dialog]] to let you pick LOD meshes for an object.
**'''Show in World Map (ref must be in sky cell):''' Specifies that object must show it's LOD model in the world map at all times. 
**'''Has Platform/Language Specific Textures:'''
**'''Has Platform/Language Specific Textures:'''
**'''On Local Map:''' Will appear on the player's local map.
**'''On Local Map:''' Will appear on the player's local map.
**'''Has Tree LOD:'''
**'''Has Tree LOD:'''
**'''Never Fades:''' Instances of this object will ignore distance fade settings, thus always being displayed.
**'''Never Fades:''' Instances of this object will ignore distance fade settings, thus always being displayed. Must be used in conjunction with "Is Distant LOD" on a reference of this object for it to not fade.  
**'''Is Marker:''' References of this object are invisible in-game, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader.
**'''Is Marker:''' References of this object are invisible in-game, are unable to be scaled down and are restricted to being 1.0000, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader.
*'''Model:''' The model for the object.
*'''Model:''' The model for the object.
*'''NavMesh Generation Import Option:''' Filter or use the bounding box of a static object for NavMesh generation.
*'''NavMesh Generation Import Option:''' Filter or use the bounding box of a static object for NavMesh generation.

Latest revision as of 20:23, 10 September 2016

Static Dialog Window[edit | edit source]

  • ID: Editor ID.
  • Flags:
    • Has Distant LOD: Check if this object should be visible in LOD beyond the 5x5 loaded area. You must specify LOD meshes if this is checked.
    • Specify Distant LOD Meshes: Opens a new dialog to let you pick LOD meshes for an object.
    • Show in World Map (ref must be in sky cell): Specifies that object must show it's LOD model in the world map at all times.
    • Has Platform/Language Specific Textures:
    • On Local Map: Will appear on the player's local map.
    • Has Tree LOD:
    • Never Fades: Instances of this object will ignore distance fade settings, thus always being displayed. Must be used in conjunction with "Is Distant LOD" on a reference of this object for it to not fade.
    • Is Marker: References of this object are invisible in-game, are unable to be scaled down and are restricted to being 1.0000, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader.
  • Model: The model for the object.
  • NavMesh Generation Import Option: Filter or use the bounding box of a static object for NavMesh generation.
    • Collision Geometry: Generation will use the object’s havok geometry.
    • Bounding Box: During generation the object’s bounding box will be imported instead of their havok geometry.
    • Filter: The object will not be imported or used for generation.