NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
Name | Type | Description |
---|---|---|
From NiObject | ||
From NiGeometryData | ||
Group ID | int | Always zero. |
Num Vertices | ushort | Number of vertices. |
Num Vertices | ushort | Number of vertices. |
BS Max Vertices | ushort | Bethesda uses this for max number of particles in NiPSysData. |
Keep Flags | byte | Used with NiCollision objects when OBB or TRI is set. |
Compress Flags | byte | Unknown. |
Has Vertices | bool | Is the vertex array present? (Always non-zero.) |
Vertices | Vector3 | The mesh vertices. |
Vector Flags | VectorFlags | |
BS Vector Flags | BSVectorFlags | |
Material CRC | uint | |
Has Normals | bool | Do we have lighting normals? These are essential for proper lighting: if not present, the model will only be influenced by ambient light. |
Normals | Vector3 | The lighting normals. |
Tangents | Vector3 | Tangent vectors. |
Bitangents | Vector3 | Bitangent vectors. |
Center | Vector3 | Center of the bounding box (smallest box that contains all vertices) of the mesh. |
Radius | float | Radius of the mesh: maximal Euclidean distance between the center and all vertices. |
Unknown 13 shorts | short | Unknown, always 0? |
Has Vertex Colors | bool | Do we have vertex colors? These are usually used to fine-tune the lighting of the model. Note: how vertex colors influence the model can be controlled by having a NiVertexColorProperty object as a property child of the root node. If this property object is not present, the vertex colors fine-tune lighting. Note 2: set to either 0 or 0xFFFFFFFF for NifTexture compatibility. |
Vertex Colors | Color4 | The vertex colors. |
UV Sets | TexCoord | The UV texture coordinates. They follow the OpenGL standard: some programs may require you to flip the second coordinate. |
Consistency Flags | ConsistencyType | Consistency Flags |
Additional Data | Ref<AbstractAdditionalGeometryData> | Unknown. |
From NiLinesData | ||
Lines | bool | Is vertex connected to other (next?) vertex? |