Difference between revisions of "Static"

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imported>Thynar
imported>Thynar
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**'''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.
**'''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.

Revision as of 21:09, 23 March 2015

Static Dialog Window

  • 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.
    • 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.
    • 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.