NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
Name | Type | Description |
---|---|---|
From NiObject | ||
From NiGeometryData | ||
Group ID | int | Always zero. |
Num Vertices | ushort | Number of vertices. |
Num Vertices | ushort | Number of vertices. |
BS Max Vertices | ushort | Bethesda uses this for max number of particles in NiPSysData. |
Keep Flags | byte | Used with NiCollision objects when OBB or TRI is set. |
Compress Flags | byte | Unknown. |
Has Vertices | bool | Is the vertex array present? (Always non-zero.) |
Vertices | Vector3 | The mesh vertices. |
Vector Flags | VectorFlags | |
BS Vector Flags | BSVectorFlags | |
Material CRC | uint | |
Has Normals | bool | Do we have lighting normals? These are essential for proper lighting: if not present, the model will only be influenced by ambient light. |
Normals | Vector3 | The lighting normals. |
Tangents | Vector3 | Tangent vectors. |
Bitangents | Vector3 | Bitangent vectors. |
Center | Vector3 | Center of the bounding box (smallest box that contains all vertices) of the mesh. |
Radius | float | Radius of the mesh: maximal Euclidean distance between the center and all vertices. |
Unknown 13 shorts | short | Unknown, always 0? |
Has Vertex Colors | bool | Do we have vertex colors? These are usually used to fine-tune the lighting of the model. Note: how vertex colors influence the model can be controlled by having a NiVertexColorProperty object as a property child of the root node. If this property object is not present, the vertex colors fine-tune lighting. Note 2: set to either 0 or 0xFFFFFFFF for NifTexture compatibility. |
Vertex Colors | Color4 | The vertex colors. |
UV Sets | TexCoord | The UV texture coordinates. They follow the OpenGL standard: some programs may require you to flip the second coordinate. |
Consistency Flags | ConsistencyType | Consistency Flags |
Additional Data | Ref<AbstractAdditionalGeometryData> | Unknown. |
From NiParticlesData | ||
Has Radii | bool | Is the particle size array present? |
Radii | float | The individual particle sizes. |
Num Active | ushort | The number of active particles at the time the system was saved. This is also the number of valid entries in the following arrays. |
Has Sizes | bool | Is the particle size array present? |
Sizes | float | The individual particle sizes. |
Has Rotations | bool | Is the particle rotation array present? |
Rotations | Quaternion | The individual particle rotations. |
Has Rotation Angles | bool | Are the angles of rotation present? |
Rotation Angles | float | Angles of rotation |
Has Rotation Axes | bool | Are axes of rotation present? |
Rotation Axes | Vector3 | Axes of rotation. |
Has Texture Indices | bool | |
Num Subtexture Offsets | uint | How many quads to use in BSPSysSubTexModifier for texture atlasing |
Num Subtexture Offsets | byte | 2,4,8,16,32,64 are potential values. If "Has" was no then this should be 256, which represents a 16x16 framed image, which is invalid |
Subtexture Offsets | Vector4 | Defines UV offsets |
Aspect Ratio | float | Sets aspect ratio for Subtexture Offset UV quads |
Aspect Flags | ushort | |
Speed to Aspect Aspect 2 | float | |
Speed to Aspect Speed 1 | float | |
Speed to Aspect Speed 2 | float | |
From NiPSysData | ||
Particle Descriptions | ParticleDesc | |
Has Rotation Speeds | bool | |
Rotation Speeds | float | |
Num Added Particles | ushort | |
Added Particles Base | ushort | |
From BSStripPSysData | ||
Max Point Count | ushort | |
Start Cap Size | float | |
End Cap Size | float | |
Do Z Prepass | bool |