Difference between revisions of "NiTexturingPropertyHasTexture"

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(→‎Texture Slots: changing this to a template)
 
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The related function [[NiTexturingPropertyGetTextureCount]] indicates how many of the below slots are open, but does not guarantee that any or all of those slots actually have textures in them. This is the function to use to actually check that, but this function will automatically fail when checking any slot greater than the texture count.
The related function [[NiTexturingPropertyGetTextureCount]] indicates how many of the below slots are open, but does not guarantee that any or all of those slots actually have textures in them. This is the function to use to actually check that, but this function will automatically fail when checking any slot greater than the texture count.


== Texture Slots ==
{{NifSE NiTexturingProperty Texture Slots}}
* <tt>BASE_MAP = 0</tt> - a.k.a. the color map
* <tt>DARK_MAP = 1</tt>
* <tt>DETAIL_MAP = 2</tt>
* <tt>GLOSS_MAP = 3</tt>
* <tt>GLOW_MAP = 4</tt>
* <tt>BUMP_MAP = 5</tt>
* <tt>NORMAL_MAP = 6</tt>
* <tt>UNKNOWN2_MAP = 7</tt>
* <tt>DECAL_0_MAP = 8</tt>
* <tt>DECAL_1_MAP = 9</tt>
* <tt>DECAL_2_MAP = 10</tt>
* <tt>DECAL_3_MAP = 11</tt>


== See Also ==
== See Also ==

Latest revision as of 12:55, 31 August 2010

This is a command from NifSE.

Syntax

(bool:hasTexture) NiTexturingPropertyHasTexture short:textureSlot short:nifID short:blockID
(bool:hasTexture) NiTexPropHasTex short:textureSlot short:nifID short:blockID

Returns 1 if the NiTexturingProperty-derived block indicated by blockID is using that type of texture. The textureSlot argument refers to the type of texture in question. The blockID argument defaults to 0, which is usually the NIF's root and therefore not a NiTexturingProperty, so this function will almost always require an explicit blockID.

The related function NiTexturingPropertyGetTextureCount indicates how many of the below slots are open, but does not guarantee that any or all of those slots actually have textures in them. This is the function to use to actually check that, but this function will automatically fail when checking any slot greater than the texture count.

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

See Also[edit | edit source]