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OpenMW/docs/source/reference/modding/settings/models.rst
Alexei Kotov 99024d3826 Revamp NIF debug logging
Disabled by default
Extend it to supported files
Log more version info
Reduce noise
2023-11-28 21:46:29 +03:00

275 lines
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ReStructuredText

Models Settings
###############
load unsupported nif files
--------------------------
:Type: boolean
:Range: True/False
:Default: False
Allow the engine to load arbitrary NIF files as long as they appear to be valid.
OpenMW has limited and **experimental** support for NIF files
that Morrowind itself cannot load, which normally goes unused.
If enabled, this setting allows the NIF loader to make use of that functionality.
.. warning::
You must keep in mind that since the mentioned support is experimental,
loading unsupported NIF files may fail, and the degree of this failure may vary.
In milder cases, OpenMW will reject the file anyway because
it lacks a definition for a certain record type that the file may use.
In more severe cases OpenMW's incomplete understanding of a record type
can lead to memory corruption, freezes or even crashes.
**Do not enable** this if you're not so sure that you know what you're doing.
To help debug possible issues OpenMW will log its progress in loading
every file that uses an unsupported NIF version.
xbaseanim
---------
:Type: string
:Range:
:Default: meshes/xbase_anim.nif
Path to the file used for 3rd person base animation model that looks also for
the corresponding kf-file.
.. note::
If you are using the COLLADA format, you don't need to separate the files as
they are separated between .nif and .kf files. It works if you plug the same
COLLADA file into all animation-related entries, just make sure there is a
corresponding textkeys file. You can read more about the textkeys in
:doc:`../../modding/custom-models/pipeline-blender-collada-animated-creature`.
baseanim
--------
:Type: string
:Range:
:Default: meshes/base_anim.nif
Path to the file used for 3rd person base model with textkeys-data.
xbaseanim1st
------------
:Type: string
:Range:
:Default: meshes/xbase_anim.1st.nif
Path to the file used for 1st person base animation model that looks also for
corresponding kf-file.
baseanimkna
-----------
:Type: string
:Range:
:Default: meshes/base_animkna.nif
Path to the file used for 3rd person beast race base model with textkeys-data.
baseanimkna1st
--------------
:Type: string
:Range:
:Default: meshes/base_animkna.1st.nif
Path to the file used for 1st person beast race base animation model.
xbaseanimfemale
---------------
:Type: string
:Range:
:Default: meshes/xbase_anim_female.nif
Path to the file used for 3rd person female base animation model.
baseanimfemale
--------------
:Type: string
:Range:
:Default: meshes/base_anim_female.nif
Path to the file used for 3rd person female base model with textkeys-data.
baseanimfemale1st
-----------------
:Type: string
:Range:
:Default: meshes/base_anim_female.1st.nif
Path to the file used for 1st person female base model with textkeys-data.
wolfskin
--------
:Type: string
:Range:
:Default: meshes/wolf/skin.nif
Path to the file used for 3rd person werewolf skin.
wolfskin1st
-----------
:Type: string
:Range:
:Default: meshes/wolf/skin.1st.nif
Path to the file used for 1st person werewolf skin.
xargonianswimkna
----------------
:Type: string
:Range:
:Default: meshes/xargonian_swimkna.nif
Path to the file used for Argonian swimkna.
xbaseanimkf
-----------
:Type: string
:Range:
:Default: meshes/xbase_anim.kf
File to load xbaseanim 3rd person animations.
xbaseanim1stkf
--------------
:Type: string
:Range:
:Default: meshes/xbase_anim.1st.kf
File to load xbaseanim 3rd person animations.
xbaseanimfemalekf
-----------------
:Type: string
:Range:
:Default: meshes/xbase_anim_female.kf
File to load xbaseanim animations from.
xargonianswimknakf
------------------
:Type: string
:Range:
:Default: meshes/xargonian_swimkna.kf
File to load xargonianswimkna animations from.
skyatmosphere
-------------
:Type: string
:Range:
:Default: meshes/sky_atmosphere.nif
Path to the file used for the sky atmosphere mesh, which is one of the three
meshes needed to render the sky. It's used to make the top half of the sky blue
and renders in front of the background color.
skyclouds
---------
:Type: string
:Range:
:Default: meshes/sky_clouds_01.nif.
Path to the file used for the sky clouds mesh, which is one of the three meshes
needed to render the sky. It displays a scrolling texture of clouds in front of
the atmosphere mesh and background color
skynight01
----------
:Type: string
:Range:
:Default: meshes/sky_night_01.nif
Path to the file used for the sky stars mesh, which is one of the three meshes
needed to render the sky. During night, it displays a texture with stars in
front of the atmosphere and behind the clouds. If skynight02 is present,
skynight01 will not be used.
skynight02
----------
:Type: string
:Range:
:Default: meshes/sky_night_02.nif
Path to the file used for the sky stars mesh, which is one of the three meshes
needed to render the sky. During night, it displays a texture with stars in
front of the atmosphere and behind the clouds. If it's present it will be used
instead of skynight01.
weatherashcloud
---------------
:Type: string
:Range:
:Default: meshes/ashcloud.nif
Path to the file used for the ash clouds weather effect in Morrowind. OpenMW
doesn't use this file, instead it renders a similar looking particle effect.
Changing this won't have any effect.
weatherblightcloud
------------------
:Type: string
:Range:
:Default: meshes/blightcloud.nif
Path to the file used for the blight clouds weather effect in Morrowind. OpenMW
doesn't use this file, instead it renders a similar looking particle effect.
Changing this won't have any effect.
weathersnow
-----------
:Type: string
:Range:
:Default: meshes/snow.nif
Path to the file used for the snow falling weather effect in Morrowind. OpenMW
doesn't use this file, instead it renders a similar looking particle effect.
Changing this won't have any effect.
weatherblizzard
---------------
:Type: string
:Range:
:Default: meshes/blizzard.nif
Path to the file used for the blizzard clouds weather effect in Morrowind.
OpenMW doesn't use this file, instead it renders a similar looking particle
effect. Changing this won't have any effect.
write nif debug log
-------------------
:Type: boolean
:Range: True/False
:Default: False
If enabled, log the loading process of NIF files.