diff --git a/nif.xml b/nif.xml index f127179..e0b9bbd 100644 --- a/nif.xml +++ b/nif.xml @@ -161,7 +161,28 @@ - + + + Commonly used range values. + + + + + + + + + + + + + + + + + + + Global Tokens. NOTE: These must be listed after the above tokens so that they replace last. For example, `verexpr` uses these tokens. @@ -1787,7 +1808,7 @@ NiSkinData::BoneVertData. A vertex and its weight. The vertex index, in the mesh. - The vertex weight - between 0.0 and 1.0 + The vertex weight - between 0.0 and 1.0 @@ -1899,14 +1920,14 @@ Texture coordinates (u,v). As in OpenGL; image origin is in the lower left corner. - First coordinate. - Second coordinate. + First coordinate. + Second coordinate. Texture coordinates (u,v). - First coordinate. - Second coordinate. + First coordinate. + Second coordinate. @@ -2990,7 +3011,7 @@ Example: 10 spheres colliding with 10 spheres will result in 100 collision checks. Therefore shapes like bhkCapsuleShape or bhkConvexVerticesShape should be preferred. - + The spheres which make up the multi sphere shape. Max of 8. @@ -3028,7 +3049,7 @@ Shapes collected in a bhkListShape may not have the correct collision sound/FX due to HavokMaterial issues. Do not put a bhkPackedNiTriStripsShape in the Sub Shapes. Use a separate collision nodes without a list shape for those. - + List of shapes. Max of 256. The material of the shape. @@ -4861,12 +4882,12 @@ Particle system modifier, updates the particle velocity to simulate the effects of air movements like wind, fans, or wake. Direction of the particle velocity - How quickly particles will accelerate to the magnitude of the air field. - How much of the air field velocity will be added to the particle velocity. + How quickly particles will accelerate to the magnitude of the air field. + How much of the air field velocity will be added to the particle velocity. - The angle of the air field cone if Enable Spread is true. + The angle of the air field cone if Enable Spread is true. @@ -5005,9 +5026,9 @@ A spot. - - - Describes the distribution of light. (see: glLight) + + + Describes the distribution of light. @@ -5147,7 +5168,7 @@ Holds mesh data using a list of singular triangles. - Num Triangles times 3. + Num Triangles times 3. Do we have triangle data? Triangle data. Triangle face data. @@ -6087,7 +6108,7 @@ - Scales the intensity of the environment/cube map. + Scales the intensity of the environment/cube map. @@ -6098,19 +6119,19 @@ 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 @@ -6155,14 +6176,14 @@ References length variation interpolator. References width interpolator. References interpolator for amplitude control. 0=straight, 50=wide - - - - How far lightning will stretch to. - How far lightning variation will stretch to. - How wide the bolt will be. - Influences forking behavior with a multiplier. - + + + + How far lightning will stretch to. + How far lightning variation will stretch to. + How wide the bolt will be. + Influences forking behavior with a multiplier. + @@ -6387,42 +6408,42 @@ Offset UV Scale to repeat tiling textures, see above. Texture Set, can have override in an esm/esp Glow color and alpha - Multiplied emissive colors + Multiplied emissive colors How to handle texture borders. - The material opacity (1=non-transparent). - The amount of distortion. **Not based on physically accurate refractive index** (0=none) (0-1) - The material specular power, or glossiness (0-999). - The base roughness (0.0-1.0), multiplied by the smoothness map. + The material opacity (1=opaque). Greater than 1.0 is used to affect alpha falloff i.e. staying opaque longer based on vertex alpha and alpha mask. + The amount of distortion. **Not based on physically accurate refractive index** (0=none) + The material specular power, or glossiness. + The base roughness, multiplied by the smoothness map. Adds a colored highlight. - Brightness of specular highlight. (0=not visible) (0-999) - Controls strength for envmap/backlight/rim/softlight lighting effect? - Controls strength for envmap/backlight/rim/softlight lighting effect? - + Brightness of specular highlight. (0=not visible) + Controls strength for envmap/backlight/rim/softlight lighting effect? + Controls strength for envmap/backlight/rim/softlight lighting effect? + - - - + + + - Scales the intensity of the environment/cube map. (0-1) + Scales the intensity of the environment/cube map. Tints the base texture. Overridden by game settings. Tints the base texture. Overridden by game settings. - Max Passes - Scale - How far from the surface the inner layer appears to be. - Depth of inner parallax layer effect. + + + How far from the surface the inner layer appears to be. + Depth of inner parallax layer effect. Scales the inner parallax layer texture. - How strong the environment/cube map is. (0-??) + How strong the environment/cube map is. CK lists "snow material" when used. - Eye cubemap scale + Eye cubemap scale Offset to set center for left eye cubemap Offset to set center for right eye cubemap @@ -6439,20 +6460,20 @@ How to handle texture borders. - + - 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 Emissive color - Multiplier for Emissive Color (RGB part) - + Multiplier for Emissive Color (RGB part) + Points to an external texture, used as palette for SLSF1_Greyscale_To_PaletteColor/SLSF1_Greyscale_To_PaletteAlpha. - + @@ -6506,12 +6527,12 @@ Bethesda-specific particle modifier. - - - - - - + + + + + + @@ -6615,7 +6636,7 @@ as their Radius values differ in function. (Sphere/Capsule radius = physical size, CVS radius = padding/shell) Shapes collected in a bhkConvexListShape may not have the correct material noise. - + List of shapes. Max of 255. The material of the shape. @@ -7955,9 +7976,9 @@ A controller that trails a bone behind an actor. - How long it takes to rotate about an actor back to rest position. - How the bone lags rotation - How far bone will tail an actor. + How long it takes to rotate about an actor back to rest position. + How the bone lags rotation + How far bone will tail an actor. @@ -8016,7 +8037,7 @@ If Bone ID is 0xffffffff, this value refers to the Segment at the listed index. Otherwise this is the "Biped Object", which is like the body part types in Skyrim and earlier. A hash of the bone name string. - Maximum of 8. + Maximum of 8.