[dismiss]
This wiki is a copy of the original Oblivion CS wiki created and maintained by the UESP.net. See CSwiki:Copy Notice for more info.
Difference between revisions of "Glossary"
Jump to navigation
Jump to search
fix some more
imported>Wrye (Fix some stuff.) |
imported>Wrye (fix some more) |
||
Line 12: | Line 12: | ||
:* In Oblivion, the Alpha Channel is used to control special effects in the shaders: | :* In Oblivion, the Alpha Channel is used to control special effects in the shaders: | ||
:* In the base image, it can control the level of transparency if the .nif has enabled this. Or, if the .nif has instead enabled [[Enable_or_Disable_Parallax_shader_on_meshes | Parallax Shading]], the levels of black/white control the strength of the effect. | :* In the base image, it can control the level of transparency if the .nif has enabled this. Or, if the .nif has instead enabled [[Enable_or_Disable_Parallax_shader_on_meshes | Parallax Shading]], the levels of black/white control the strength of the effect. | ||
:* For [[# | :* For [[#|Normal Maps]], the alpha channel acts as the [[#S|Specular Map]], which governs how reflective the image is. | ||
==B== | ==B== | ||
; Base Object | ; Base Object | ||
: The common or shared definition for objects placed into the game world ([[# | : The common or shared definition for objects placed into the game world ([[#R|references]]). Changes to a base object will affect all instances of that object in the game world. | ||
;BSA (Bethesda Softworks Archive) | ;BSA (Bethesda Softworks Archive) | ||
Line 44: | Line 44: | ||
==F== | ==F== | ||
;[[FormID|Formid]] | ;[[FormID|Formid]] | ||
:The eight digit hexadecimal number that identifies each unique [[#record]] within a esm/esp file. (In lists of records (objects, cells, references, etc.), the formid is always shown in the second column -- widen the column to see the formid.) | :The eight digit hexadecimal number that identifies each unique [[#R|record]] within a esm/esp file. (In lists of records (objects, cells, references, etc.), the formid is always shown in the second column -- widen the column to see the formid.) | ||
:Formids have two parts: the first two digits are the modIndex and the next six digits are the objectIndex. While the last six digits are fixed, the first two digits depend on the context. E.g. a record defined in a mod may have a modindex of "02", but in a mod that same record may have a modindex of "A1". The conversion is simple though -- the modindex is simply the order of the source mod in the current context. E.g. Oblivion always loads first, and so has modindex of "00". A mod that is the tenth mod to load after Oblivion.esm is "0A" (A == 10 in hexadecimal). | :Formids have two parts: the first two digits are the modIndex and the next six digits are the objectIndex. While the last six digits are fixed, the first two digits depend on the context. E.g. a record defined in a mod may have a modindex of "02", but in a mod that same record may have a modindex of "A1". The conversion is simple though -- the modindex is simply the order of the source mod in the current context. E.g. Oblivion always loads first, and so has modindex of "00". A mod that is the tenth mod to load after Oblivion.esm is "0A" (A == 10 in hexadecimal). | ||
Line 58: | Line 58: | ||
==K== | ==K== | ||
;[[KF Files]] | ;[[KF_file|KF Files]] | ||
: KF files contain an animation that can be used to animate a [[#NIF file]]. | : KF files contain an animation that can be used to animate a [[#N|NIF file]]. | ||
; LOD (Level of Detail) | ; LOD (Level of Detail) | ||
Line 103: | Line 103: | ||
==S== | ==S== | ||
;Specular Map | ;Specular Map | ||
: A texture effect that controls the specularity, or shininess of the model/texture. It can be found in the [[Alpha Channel]] of the [[Normal Maps]]. This image has 256 levels of gray when used in a DXT5 [[DDS]], or 2 (Black/White) When used in a DXT3. In Oblivion's shaders, black areas are dule (not shiny), while white is shiny (fully reflective). Oblivion also features a few shaders for models that use Environment Maps for a glassy effect; Specular Maps will also control the visual strength of these effects. | : A texture effect that controls the specularity, or shininess of the model/texture. It can be found in the [[#A|Alpha Channel]] of the [[#N|Normal Maps]]. This image has 256 levels of gray when used in a DXT5 [[#D|DDS]], or 2 (Black/White) When used in a DXT3. In Oblivion's shaders, black areas are dule (not shiny), while white is shiny (fully reflective). Oblivion also features a few shaders for models that use Environment Maps for a glassy effect; Specular Maps will also control the visual strength of these effects. | ||
; [[SubSpace]] | ; [[SubSpace]] |