NiTexturingPropertySetTextureTiling

From the Oblivion ConstructionSet Wiki
Revision as of 16:29, 21 January 2011 by imported>DragoonWraith
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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

See Also[edit | edit source]