Difference between revisions of "Working With Nifs 201 : Meshes, Data, and you"
Working With Nifs 201 : Meshes, Data, and you (edit)
Revision as of 13:04, 21 December 2023
, 13:04, 21 December 2023no edit summary
imported>DragoonWraith m (Reverted edits by TnCutshall9 (talk) to last revision by DragoonWraith) |
|||
Line 8: | Line 8: | ||
The root node also needs to have some extra data attached. Prn and BSX flags are common. | The root node also needs to have some extra data attached. Prn and BSX flags are common. | ||
T | |||
On BSX Flags: I'm not on my home computer, so I can't fact-check at the moment. This flag defines some basic properties on how Oblivion will handle a few things. Animation and Collision are two of the flags. Nifskope 0.9.7 introduced a clickable Flag icon, which allows easy editing of the flag in plain english. If you have animated a mesh, for example, you may need to return here to enable animation, or else it will not play the animation in-game. | On BSX Flags: I'm not on my home computer, so I can't fact-check at the moment. This flag defines some basic properties on how Oblivion will handle a few things. Animation and Collision are two of the flags. Nifskope 0.9.7 introduced a clickable Flag icon, which allows easy editing of the flag in plain english. If you have animated a mesh, for example, you may need to return here to enable animation, or else it will not play the animation in-game. |