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109 lines
3.5 KiB
ReStructuredText
109 lines
3.5 KiB
ReStructuredText
#############
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Assets Tables
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#############
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Sounds
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******
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Sounds are Sound Files wrapped by OpenMW, allowing you to adjust how they behave
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once they are played in-game. They are used for many audio events including
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spells, NPCs commenting, environment ambients, doors, UI events, when moving items
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in the inventory, and so on.
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Volume
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More is louder, less is quieter. Maximum is 255.
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Min Range
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When the player is within Min Range distance from the Sound, the Volume will
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always be at its maximum defined value.
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Max Range
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When the player is beyond Max Range distance from the Sound, the volume will
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fade to 0.
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Sound File
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Source sound file on the hard-drive that holds all the actual audio information.
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All available records are visible in the Sound Files table.
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Sound Generators
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****************
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Sound generators are a way to play Sounds driven by animation events. Animated
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creatures or NPCs always require to be paired with a corresponding textkeys file.
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This textkeys file defines the extents of each animation, and relevant in this
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case, events and triggers occurring at particular animation frames.
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For example, a typical textkey entry intended for a Sound Generator would be
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named ``SoundGen: Left`` and be hand placed by an animator whenever the left leg
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of the creature touches the ground. In OpenMW-CS, the appropriate Sound
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Generator of an appropriate type would then be connected to the animated creature.
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In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
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sound whenever its textkey occurs in the currently playing animation.
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Creature
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Which creature uses this effect.
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Sound
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Which record of the Sound type is used as the audio source
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Sound Generator Type
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Type of the sound generator that is matched to corresponding textkeys.
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* Land
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* Left Foot
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* Moan
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* Right Foot
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* Roar
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* Scream
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* Swim Left
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* Swim Right
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Meshes
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******
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Meshes are 3D assets that need to be assigned to objects to render them in the
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game world. Entries in this table are based on contents of ``data/meshes``
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folder and cannot be edited from OpenMW-CS.
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Icons
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*****
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Icons are images used in the user interface to represent inventory items,
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spells, and attributes. They can be assigned to relevant records through other
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dialogues in the editor. Entries in this table are based on contents of
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``data/icons`` folder and cannot be edited from OpenMW-CS.
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Music Files
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***********
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Music is played in the background during the game and at special events such as
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intro, death, or level up. Entries in this table are based on contents of
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``data/music`` folder and cannot be edited from OpenMW-CS.
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Sound Files
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***********
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Sound files are the source audio files on the hard-drive and are used by other
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records related to sound. Entries in this table are based on contents of
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``data/sounds`` folder and cannot be edited from OpenMW-CS.
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Textures
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********
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Textures are images used by 3D objects, particle effects, weather system, user
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interface and more. Definitions which mesh uses which texture are included in
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the mesh files and cannot be assigned through the editor. To use a texture to
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paint the terrain, a separate entry is needed in the Land Textures table.
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Entries in this table are based on contents of ``data/textures`` folder and
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cannot be edited from OpenMW-CS.
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Videos
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******
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Videos can be shown at various points in the game, depending on where they are
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called. Entries in this table are based on contents of ``data/videos`` folder
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and cannot be edited from OpenMW-CS.
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