ImpactData: Difference between revisions

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added info about some sound behavior, fixed list indentation
imported>Henning
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(added info about some sound behavior, fixed list indentation)
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**'''Min Height:''' Minimum height of decal.
**'''Min Height:''' Minimum height of decal.
**'''Max Height:''' Maximum height of decal.
**'''Max Height:''' Maximum height of decal.
Note: Keep height and width values the same unless you want non square decals.
**:Note: Keep height and width values the same unless you want non square decals.
**'''Color:''' Multiplies the texture by the selected color.
**'''Color:''' Multiplies the texture by the selected color.
**'''Depth:''' How far from the point of impact the decal renders.
**'''Depth:''' How far from the point of impact the decal renders.
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***'''Scale:''' How deep the parallax depth will appear.
***'''Scale:''' How deep the parallax depth will appear.
***'''Passes:''' Number of samples used to create the fake depth.  
***'''Passes:''' Number of samples used to create the fake depth.  
Note: More passes looks better but is slower to render.
***:Note: More passes looks better but is slower to render.
**'''4 Subtextures:''' If checked, decals will randomly display one of four sub textures on your texture sheet.
**'''4 Subtextures:''' If checked, decals will randomly display one of four sub textures on your texture sheet.
*'''Effect:''' The effect of impact (sparks, chunks, etc).
*'''Effect:''' The effect of impact (sparks, chunks, etc).
**'''Impact NIF:''' Filename of effect's model (.NIF).  Click Edit button to browse for file.
**'''Impact NIF:''' Filename of effect's model (.NIF).  Click Edit button to browse for file.
**'''Duration:''' Defines how long the effect will last.
**'''Duration:''' Defines how long the effect will last.
Note: The duration is usually overridden by using keyframes in the nif to define the duration.
*::Note: The duration is usually overridden by using keyframes in the nif to define the duration.
**'''Orientation:''' How the effect emanates from the point of impact.
**'''Orientation:''' How the effect emanates from the point of impact.
*'''Impact Sounds:''' Editor ID(s) for sounds that play when impact takes place.
*'''Impact Sounds:''' Editor ID(s) for sounds that play when impact takes place. The behavior of the two sounds varies depending on context.
::Footsteps: NPC footsteps always use Sound 1. Player footsteps use Sound 2, with Sound 1 as a fallback if Sound 2 is empty.
::Physics collisions: Sound 1 is used for light impacts, Sound 2 is used for heavy impacts.
*'''Sound Level:''' Sets the volume level for detection.
*'''Sound Level:''' Sets the volume level for detection.


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