Difference between revisions of "NiTexturingPropertySetTextureTiling"
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imported>DragoonWraith (New page: This is a command from NifSE. '''Syntax''' (bool:success) NiTexturingPropertySetTextureTiling StringMap:tiling short:texSlot short:nifID ''short:blockID'' (bool:succ...) |
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(bool:success) NiTexPropSetTexTiling StringMap:tiling short:texSlot short:nifID ''short:blockID'' | (bool:success) NiTexPropSetTexTiling StringMap:tiling short:texSlot short:nifID ''short:blockID'' | ||
Sets how much the the texture used by the specified [[:Category:NifSE (NiTexturingProperty)|<tt>NiTexturingProperty</tt>]] in the given <tt>texSlot</tt> is tiled in each direction. The texture slots range from 0 to [[ | Sets how much the the texture used by the specified [[:Category:NifSE (NiTexturingProperty)|<tt>NiTexturingProperty</tt>]] in the given <tt>texSlot</tt> is tiled in each direction. The texture slots range from 0 to [[NiTexturingPropertyGetTextureCount]], and the possible choices are given below. See [[NiTexturingPropertyGetTextureCount]] for more details. | ||
The returned StringMap has the following format: | The returned StringMap has the following format: |
Latest revision as of 16:29, 21 January 2011
This is a command from NifSE.
Syntax
(bool:success) NiTexturingPropertySetTextureTiling StringMap:tiling short:texSlot short:nifID short:blockID (bool:success) NiTexPropSetTexTiling StringMap:tiling short:texSlot short:nifID short:blockID
Sets how much the the texture used by the specified NiTexturingProperty in the given texSlot is tiled in each direction. The texture slots range from 0 to NiTexturingPropertyGetTextureCount, and the possible choices are given below. See NiTexturingPropertyGetTextureCount for more details.
The returned StringMap has the following format:
map["u"] = number of times tiled in the U coordinate direction map["v"] = number of times tiled in the V coordinate direction
Returns 0 if the function fails for whatever reason, 1 otherwise.
The default value of blockID, 0, indicates the NIF's root, a NiNode. NiNode blocks are not derived from NiTexturingProperty, so this function will always require an explicit blockID.
Texture Slots
- BASE_MAP = 0 - a.k.a. the color map
- DARK_MAP = 1
- DETAIL_MAP = 2
- GLOSS_MAP = 3
- GLOW_MAP = 4
- BUMP_MAP = 5
- NORMAL_MAP = 6
- UNKNOWN2_MAP = 7
- DECAL_0_MAP = 8
- DECAL_1_MAP = 9
- DECAL_2_MAP = 10
- DECAL_3_MAP = 11