Difference between revisions of "Glossary"

17 bytes removed ,  22:18, 30 May 2008
Fix some stuff.
imported>Wrye
m (De-Categorize.)
imported>Wrye
(Fix some stuff.)
Line 11: Line 11:
: A component of a 2d image, similar to the Red, Green and Blue components, and is used to carry extra data in an image.  Alpha Channels are grayscale images ranging from Black (0) to White (255), or can be 1-bit; which is either Black (0) or White (1).  This functionality is dictated by the program exporting the image, and what is supported by a given file format.  It is common to simply refer to this as 'Alpha', as in:  "Tone down your alpha's brighter areas"
: A component of a 2d image, similar to the Red, Green and Blue components, and is used to carry extra data in an image.  Alpha Channels are grayscale images ranging from Black (0) to White (255), or can be 1-bit; which is either Black (0) or White (1).  This functionality is dictated by the program exporting the image, and what is supported by a given file format.  It is common to simply refer to this as 'Alpha', as in:  "Tone down your alpha's brighter areas"
:* In Oblivion, the Alpha Channel is used to control special effects in the shaders:
:* In Oblivion, the Alpha Channel is used to control special effects in the shaders:
:* In the base image, it can control the level of [[Transparency_(models) | transparency]] if the .nif has enabled this.  Or, if the .nif has instead enabled [[Enable_or_Disable_Parallax_shader_on_meshes | Parallax Shading]], the levels of black/white control the strength of the effect.
:* In the base image, it can control the level of transparency if the .nif has enabled this.  Or, if the .nif has instead enabled [[Enable_or_Disable_Parallax_shader_on_meshes | Parallax Shading]], the levels of black/white control the strength of the effect.
:* For [[#Normal Map|Normal Maps]], the alpha channel acts as the [[#Specular Map|Specular Map]], which governs how reflective the image is.
:* For [[#Normal Map|Normal Maps]], the alpha channel acts as the [[#Specular Map|Specular Map]], which governs how reflective the image is.


Line 18: Line 18:
: The common or shared definition for objects placed into the game world ([[#Reference|references]]). Changes to a base object will affect all instances of that object in the game world.
: The common or shared definition for objects placed into the game world ([[#Reference|references]]). Changes to a base object will affect all instances of that object in the game world.


;BSA (Bethesda Softworks Archive)<a name=BSA></a>
;BSA (Bethesda Softworks Archive)
:BSA files are archives that contain resource files (meshes, textures, sounds, etc.). TESCS does not allow creation or editing of BSA files, but other tools do.
:BSA files are archives that contain resource files (meshes, textures, sounds, etc.). TESCS does not allow creation or editing of BSA files, but other tools do.
: '''See also:''' [[BSA Unpackers]].
: '''See also:''' [[BSA Unpackers]].
Line 45: Line 45:
;[[FormID|Formid]]
;[[FormID|Formid]]
:The eight digit hexadecimal number that identifies each unique [[#record]] within a esm/esp file. (In lists of records (objects, cells, references, etc.), the formid is always shown in the second column -- widen the column to see the formid.)  
:The eight digit hexadecimal number that identifies each unique [[#record]] within a esm/esp file. (In lists of records (objects, cells, references, etc.), the formid is always shown in the second column -- widen the column to see the formid.)  
:Formids have two parts: the first two digits are the modIndex and the next six digits are the objectIndex. While the last six digits are fixed, the first two digits depend on the context. E.g. a record defined in a mod may have a modindex of "02", but in a mod that same record may have a modindex of "A1". The conversion is simple though -- the modindex is simply the order of the source mod in the current context. E.g. Oblivion always loads first, and so has modindex of "00". A mod that is the tenth mod to load after Oblivion.esm is "0A" (A == 10 in hexadecimal).
:Formids have two parts: the first two digits are the modIndex and the next six digits are the objectIndex. While the last six digits are fixed, the first two digits depend on the context. E.g. a record defined in a mod may have a modindex of "02", but in a mod that same record may have a modindex of "A1". The conversion is simple though -- the modindex is simply the order of the source mod in the current context. E.g. Oblivion always loads first, and so has modindex of "00". A mod that is the tenth mod to load after Oblivion.esm is "0A" (A == 10 in hexadecimal).


Line 65: Line 66:
==M==
==M==
; Mod
; Mod
:A '''module''' file, i.e. an esm or esp file.
: Several definiitons:
 
:* A '''module''' file, i.e. an esm or esp file.
:More generally a set of files which modifies/expands game play in some way. E.g. a texture pack, though not including an esm/esp file is a mod.
:* More generally a set of files which modifies/expands game play in some way. E.g. a texture pack, though not including an esm/esp file is a mod.


==N==
==N==
Line 104: Line 105:
: A texture effect that controls the specularity, or shininess of the model/texture.  It can be found in the [[Alpha Channel]] of the [[Normal Maps]].  This image has 256 levels of gray when used in a DXT5 [[DDS]], or 2 (Black/White) When used in a DXT3.  In Oblivion's shaders, black areas are dule (not shiny), while white is shiny (fully reflective).  Oblivion also features a few shaders for models that use Environment Maps for a glassy effect; Specular Maps will also control the visual strength of these effects.
: A texture effect that controls the specularity, or shininess of the model/texture.  It can be found in the [[Alpha Channel]] of the [[Normal Maps]].  This image has 256 levels of gray when used in a DXT5 [[DDS]], or 2 (Black/White) When used in a DXT3.  In Oblivion's shaders, black areas are dule (not shiny), while white is shiny (fully reflective).  Oblivion also features a few shaders for models that use Environment Maps for a glassy effect; Specular Maps will also control the visual strength of these effects.


; [[Subspace]]  
; [[SubSpace]]  
: Subspaces are used to create pathing-separated areas in a cell. Normally, if an actor is trying to move from one part of a cell to another part, they will try to find an in-cell path. Subspaces are used to indicate to the actor that no direct path is possible (e.g. from a balcony to the street below), and hence the actor must instead find a path through load doors to reach the destination.
: Subspaces are used to create pathing-separated areas in a cell. Normally, if an actor is trying to move from one part of a cell to another part, they will try to find an in-cell path. Subspaces are used to indicate to the actor that no direct path is possible (e.g. from a balcony to the street below), and hence the actor must instead find a path through load doors to reach the destination.


Anonymous user