Difference between revisions of "Category:Objects"

1,629 bytes added ,  20:40, 5 June 2008
Update glossary link
imported>Simetrical
m (Diction)
imported>Wrye
(Update glossary link)
 
(9 intermediate revisions by 4 users not shown)
Line 1: Line 1:
The entire game is built using objects. Not all objects have three-dimensional art associated with them. For example, load screens and water types are objects but are not placed in cells as 3D objects.
{{Update}}


The Object Window contains the complete list of all possible objects in the game. When you place an object into the world (for example, by dragging it into the Render Window), a reference is created. Essentially, an object is a template (we sometimes use the term Form) containing all the information needed to create a reference in the world.
Much of ''Oblivion'' is built using '''objects'''. Most '''objects''' are obvious representations of three-dimensional structures, such as ''swords'', ''armor'', ''creatures'', ''buildings'', etc. However, not all objects have three-dimensional art associated with them. For example, ''load screens'' and ''water types'' are objects, but are not placed in [[:Category:Cells|cells]] as 3D structures.


Each object can have multiple references (the count of references is displayed in the Object Window). If the object is changed, all its references are also changed. However, references hold data that is unique between them. The simplest example is the position data. It's unique for each reference, and is not stored with the object.
The [[Object Window]] contains the complete list of all possible objects in the game. To create an in-game representation of one of these objects, you simply ''drag'' it from the list in the [[Object Window]], and ''drop'' it into the [[Render Window]]. Doing so creates a [[Reference]] to the object. Essentially, an object is a ''template'' (we sometimes use the term Form), containing all the information needed to create a reference in the world.


If you double click on an object in the Render Window, you will see the reference data. Different types of objects have different reference data on their references. Different references of the same object can be set differently. For details on the reference fields, see the [[:Category:References|References]] article.
Each '''object''' can have multiple '''references''' (the count of references is displayed in the '''Object Window'''). If any of the properties of an object are changed in the '''Object Window''', all its references are also changed in-game. However, references also hold some data that is unique to them. The simplest example is the ''position'' data. It's unique for each reference, and is not stored with the object information in the Object Window.
 
If you double click on an object in the [[Render Window]], you will see the reference data. Different types of objects have different reference data on their references. Different references of the same object can be set differently. For details on the reference fields, see the [[Reference|References]] article.
 
<blockquote>
Modders with any kind of programming background may see some cause for confusion.  Terms such as "object" and "reference" have very different meanings in the [[The Elder Scrolls Construction Set|Construction Set]] than they do in the terminology of programming.  In the discussion above, the term "object" refers to something which an object-oriented programmer might be more inclined to call an instance of a "class".  What we call "creating a reference" here is analogous to "instantiating a class" in the object oriented paradigm.  It may be helpful for programmers to see [http://www.uesp.net/wiki/Tes4Mod:Modding_Terminology#Vs._Programming_Terminology this brief article] to clear up any potential confusion of terms.
</blockquote>
 
'''For specific information regarding different types of Object, see:'''
:*[[:Category:Actors|Actors]]
:*[[Glossary#I|Items]]
:*[[:Category:Leveled Lists|Leveled Lists]]
:*[[:Category:World Objects|World Objects]]




==Creating and Manipulating Objects==
==Creating and Manipulating Objects==
If you right click on an object, a small menu pops up.
If you right click on an object in the [[Object Window]], a small menu pops up.
*'''New:''' Creates a new, blank object of that type. Many times it is safer to create a duplicate of an existing object because much of the data will be redundant. This is done by editing the object and changing its ID. When you select OK, you will be asked of you want to change this form ID or create a duplicate object.
*'''New:''' Creates a new, blank object of that type. Many times it is safer to create a duplicate of an existing object because much of the data will be redundant. This is done by selecting '''Edit''' (see below) and changing an existing object's ID. When you select '''OK''', you will be informed that you have changed the editor ID of the object, and asked if you wish to create a new Form.  Answer '''Yes'''.  This will create a new object which is an exact duplicate of the one you copied, with the new editor ID you supply.
*'''Edit:''' Same as double clicking on the object to pull up its form window.
*'''Edit:''' Same as double clicking on the object to pull up its form window.
*'''Delete:''' Removes the object and all references for it in the world.
*'''Delete:''' Removes the object and all references for it in the world.
*'''Toggle Quest Object:''' Changes the quest object status without having to pull up the form window.
*'''Toggle Quest Object:''' Changes the quest object status without having to pull up the form window.
*'''Use Info:''' A very powerful option that shows all references and direct links to the object. You can double click on a cell in the "Used in" list and it will load it in the render window with the object centered in the view.
*'''Use Info:''' A very powerful option that shows all references and direct links to the object. You can double click on a cell in the "Used in" list and it will load it in the render window with the object centered in the view.
Anonymous user