diff --git a/nif.xml b/nif.xml index 8e3d431..61afd03 100644 --- a/nif.xml +++ b/nif.xml @@ -1724,38 +1724,38 @@ - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + - - - - - - - - - - - - + + + + + + + + + + + + @@ -1785,9 +1785,9 @@ The strip lengths. Do we have triangle or strip data? The strips. - The strips. + The strips. The triangles. - The triangles. + The triangles. Do we have bone indices? Bone indices, they index into 'Bones'. @@ -1870,7 +1870,7 @@ The number of morph keys that follow. Unlike most objects, the presense of this value is not conditional on there being keys. The morph key frames. - + Morph vectors. @@ -1896,9 +1896,9 @@ Bethesda Havok. Collision filter info representing Layer, Flags, Part Number, and Group all combined into one uint. - The layer the collision belongs to. - The layer the collision belongs to. - The layer the collision belongs to. + The layer the collision belongs to. + The layer the collision belongs to. + The layer the collision belongs to. FLAGS are stored in highest 3 bits: Bit 7: sets the LINK property and controls whether this body is physically linked to others. @@ -1945,9 +1945,9 @@ Bethesda Havok. Material wrapper for varying material enums by game. - The material of the shape. - The material of the shape. - The material of the shape. + The material of the shape. + The material of the shape. + The material of the shape. @@ -2424,7 +2424,7 @@ Reduces the movement of the body over time. A value of 0.1 will remove 10% of the linear velocity every second. Reduces the movement of the body over time. A value of 0.05 will remove 5% of the angular velocity every second. - + How smooth its surfaces is and how easily it will slide along other bodies. @@ -2453,8 +2453,8 @@ - 1 = respond to wind - 1 = respond to wind + 1 = respond to wind + 1 = respond to wind @@ -2779,15 +2779,15 @@ - - - - - - - - - + + + + + + + + + @@ -2881,8 +2881,8 @@ Unknown. - - + + @@ -2895,8 +2895,8 @@ Abstract audio-visual base class from which all of Gamebryo's scene graph objects inherit. - Basic flags for AV objects. For Bethesda streams above 26 only. - Basic flags for AV objects; commonly 0x000C or 0x000A. + Basic flags for AV objects. For Bethesda streams above 26 only. + Basic flags for AV objects; commonly 0x000C or 0x000A. The translation vector. The rotation part of the transformation matrix. Scaling part (only uniform scaling is supported). @@ -3008,8 +3008,8 @@ - - + + @@ -3224,7 +3224,7 @@ Extra data associated with the material. A value of -1 means the material is the default implementation. The index of the currently active material. - Cyanide extension (Blood Bowl). + Cyanide extension (Blood Bowl). Whether the materials for this object always needs to be updated before rendering with them. @@ -3312,8 +3312,8 @@ Do we have lighting normals? These are essential for proper lighting: if not present, the model will only be influenced by ambient light. The lighting normals. - Tangent vectors. - Bitangent vectors. + Tangent vectors. + Bitangent vectors. @@ -3331,7 +3331,7 @@ Note: for compatibility with NifTexture, set this value to either 0x00000000 or 0xFFFFFFFF. - The UV texture coordinates. They follow the OpenGL standard: some programs may require you to flip the second coordinate. + The UV texture coordinates. They follow the OpenGL standard: some programs may require you to flip the second coordinate. Consistency Flags @@ -3430,9 +3430,7 @@ Generic rotating particles data object. - + Bethesda 20.2.0.7 NIFs: NiParticlesData no longer inherits from NiGeometryData and inherits NiObject directly. The maximum number of particles (matches the number of vertices). The particles' size. Is the particle size array present? @@ -3480,7 +3478,6 @@ Particle system data. - @@ -3677,9 +3674,9 @@ - - - + + + @@ -3818,13 +3815,13 @@ Describes the surface properties of an object e.g. translucency, ambient color, diffuse color, emissive color, and specular color. Property flags. - How much the material reflects ambient light. - How much the material reflects diffuse light. + How much the material reflects ambient light. + How much the material reflects diffuse light. How much light the material reflects in a specular manner. How much light the material emits. The material glossiness. The material transparency (1=non-transparant). Refer to a NiAlphaProperty object in this material's parent NiTriShape object, when alpha is not 1. - + @@ -4557,7 +4554,7 @@ - + @@ -4705,40 +4702,41 @@ Property flags. Determines how the texture will be applied. Seems to have special functions in Oblivion. Number of textures. - Do we have a base texture? - The base texture. - Do we have a dark texture? - The dark texture. - Do we have a detail texture? - The detail texture. - Do we have a gloss texture? - The gloss texture. - Do we have a glow texture? - The glowing texture. - Do we have a bump map texture? - The bump map texture. - - - - Do we have a normal texture? - Normal texture. - - - - Do we have a decal 0 texture? - Do we have a decal 0 texture? - The decal texture. - Do we have a decal 1 texture? - Do we have a decal 1 texture? - Another decal texture. - Do we have a decal 2 texture? - Do we have a decal 2 texture? - Another decal texture. - Do we have a decal 3 texture? - Do we have a decal 3 texture? - Another decal texture. Who knows the limit. - Number of Shader textures that follow. - Shader textures. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -5575,19 +5573,19 @@ Bethesda-specific property. The texture glow map. - At this cosine of angle falloff will be equal to Falloff Start Opacity - At this cosine of angle falloff will be equal to Falloff Stop Opacity - Alpha falloff multiplier at start angle - Alpha falloff multiplier at end angle + At this cosine of angle falloff will be equal to Falloff Start Opacity + At this cosine of angle falloff will be equal to Falloff Stop Opacity + Alpha falloff multiplier at start angle + Alpha falloff multiplier at end angle Bethesda-specific property. Texture Set - The amount of distortion. **Not based on physically accurate refractive index** (0=none) (0-1) - Rate of texture movement for refraction shader. - The number of passes the parallax shader can apply. - The strength of the parallax. + The amount of distortion. **Not based on physically accurate refractive index** (0=none) (0-1) + Rate of texture movement for refraction shader. + The number of passes the parallax shader can apply. + The strength of the parallax. Glow color and alpha @@ -6515,7 +6513,7 @@ - + @@ -6544,8 +6542,8 @@ - When non-zero, equal to the number of primitives. - When non-zero, equal to the number of primitives. + When non-zero, equal to the number of primitives. + When non-zero, equal to the number of primitives. Some integer associated with each primitive. @@ -6564,8 +6562,8 @@ - - + + @@ -6608,7 +6606,7 @@ The number of bones referenced by this mesh modifier. Pointers to the bone nodes that affect this skin. The transforms that go from bind-pose space to bone space. - The bounds of the bones. Only stored if the RECOMPUTE_BOUNDS bit is set. + The bounds of the bones. Only stored if the RECOMPUTE_BOUNDS bit is set. @@ -6687,8 +6685,8 @@ - - + + @@ -6763,7 +6761,7 @@ Specifies the particle generation to which the grow effect should be applied. This is usually generation 0, so that newly created particles will grow. Specifies the particle generation to which the shrink effect should be applied. This is usually the highest supported generation for the particle system, so that particles will shrink immediately before getting killed. - + @@ -6867,9 +6865,9 @@ Inside a field, updates particle velocity to simulate the effects of directional gravity. - + - + @@ -6923,7 +6921,7 @@ Abstract base class for particle emitters that emit particles from a volume. - + @@ -7462,13 +7460,13 @@ - - - + + + - - - + + + @@ -7497,11 +7495,11 @@ Fallout 4 Sub-Index Tri Shape - - - - - + + + + +