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imported>Henning No edit summary |
GammaMetroid (talk | contribs) (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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