Tree

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search

Tree objects are created and generated by SpeedTreeCAD and are then imported into The Elder Scrolls Construction Set as .SPT files.


Base Object Fields[edit | edit source]

  • ID: The Editor ID for this object. This is a unique name used to identify the tree object within the Construction Set
  • Quest Item: Unsupported for this object type.
  • Shadow Radius: Range, in units, for how far out the canopy shadow effect is drawn under the selected tree type. Range: 0 to ∞
  • Leaf Curvature: Represents how far out the 4 vertex normals for a leaf/foliage billboard are multiplied outward in order to simulate a more curved, shaded surface. The higher the number, the greater the normals will be bent outward, away from each other. Range: 0 to ∞
  • Branch Dimming Value: Specifies the amount that trunk vertices will be darkened near the lowest occurrence of the 1st branch level for the selected tree. The higher the number, the darker the vertices near the lowest branch on the 1st level will be darkened. Range: 0 to ∞
  • Leaf Dimming Value: Specifies the amount that leaf/foliage billboards will be darkened towards the center of the selected tree. The higher the number, the greater the leaf billboards near the center of the tree, near the trunk, will be darkened. Range: 0 to ∞
  • Minimum Leaf Angle: Specifies the minimum angle, in degrees, used in randomizing the position for each leaf/foliage billboard. It is not recommended to adjust this value. Range: 0 to ∞
  • Maximum Leaf Angle: Specifies the maximum angle, in degrees, used in randomizing the position for each leaf/foliage billboard. It is not recommended to adjust this value. Range: 0 to ∞
  • SpeedTree Seed: Lists the various added seed numbers generated by SpeedTreeCAD. These seed numbers are particular results of the various parameters defined for a tree object in SpeedTreeCAD. Range: 0 to ∞
  • Billboard Dimensions: Represented by Width and Height fields, in units, Used for tree billboard shapes. Most of the time, these values should be identical to each other. Range: 0 to ∞
  • Rock Speed: Modulates the rotation speed of the leaf/foliage billboards about their billboard (camera) axis. Range: 0 to ∞
  • Rustle Speed: This number modulates the rotation speed of the leaf/foliage billboards about the up axis perpendicular to their billboard (camera) axis. Range: 0 to ∞
  • SPT File: 3D tree model to display the tree ingame
  • Leaf Texture: Foliage texture used by the tree ingame

Notes[edit | edit source]

  • Collision hulls for SpeedTree objects are created automatically, based on the height and radius of the trunk, as defined in a .spt file. Small values, such as those for a bush or shrub, will be ignored, and these objects won't have collision unless manually created.
    • To manually create a tree's collision, place a .nif in the Data\Meshes\Trees directory that has the same name as the .spt file it will used for. Make sure the pivot point of the collision mesh is aligned with that of the .spt file (which is usually found at the very base of the tree).