diff --git a/docs/source/reference/modding/custom-models/index.rst b/docs/source/reference/modding/custom-models/index.rst index 8f575bf3c..b204dffd9 100644 --- a/docs/source/reference/modding/custom-models/index.rst +++ b/docs/source/reference/modding/custom-models/index.rst @@ -2,7 +2,11 @@ Custom Models ############# -Custom models can be imported into OpenMW using a variety of formats. Below is a quick overview of supported formats, followed by separate articles with further look at the pipelines. +Custom models can be imported into OpenMW using a variety of formats. Models for the majority of in-game objects are assigned through openMW-CS :doc:`/manuals/openmw-cs/index`. + +Some models, however, are essential for OpenMW to even run. These include player and NPC animations, and meshes for the sky. They are assigned in the ``settings.cfg`` file, with more information available in :doc:`/reference/modding/settings/models` . + +Below is a quick overview of supported formats, followed by separate articles with further look at the pipelines. * **COLLADA** has no license restrictions and is suitable for modding as well as standalone games based on the OpenMW engine. It supports static and animated models. While it doesn't yet work in all parts of the engine, work is being done to resolve the remaining limitations. diff --git a/docs/source/reference/modding/settings/models.rst b/docs/source/reference/modding/settings/models.rst index b0da374d6..c0192067a 100644 --- a/docs/source/reference/modding/settings/models.rst +++ b/docs/source/reference/modding/settings/models.rst @@ -29,3 +29,213 @@ If enabled, this setting allows the NIF loader to make use of that functionality To help debug possible issues OpenMW will log its progress in loading every file that uses an unsupported NIF version. + +xbaseanim +--------- + +:Type: string +:Range: +:Default: meshes/xbase_anim.nif + +Path to the file used for 3rd person base animation model that looks also for the corresponding kf-file. + +.. note:: + If you are using the COLLADA format, you don't need to separate the files as they are separated between .nif and .kf files. It works if you plug the same COLLADA file into all animation-related entries, just make sure there is a corresponding textkeys file. You can read more about the textkeys in :doc:`../../modding/custom-models/pipeline-blender-collada`. + +baseanim +-------- + +:Type: string +:Range: +:Default: meshes/base_anim.nif + +Path to the file used for 3rd person base model with textkeys-data. + +xbaseanim1st +------------ + +:Type: string +:Range: +:Default: meshes/xbase_anim.1st.nif + +Path to the file used for 1st person base animation model that looks also for corresponding kf-file. + +baseanimkna +----------- + +:Type: string +:Range: +:Default: meshes/base_animkna.nif + +Path to the file used for 3rd person beast race base model with textkeys-data. + +baseanimkna1st +-------------- + +:Type: string +:Range: +:Default: meshes/base_animkna.1st.nif + +Path to the file used for 1st person beast race base animation model. + +xbaseanimfemale +--------------- + +:Type: string +:Range: +:Default: meshes/xbase_anim_female.nif + +Path to the file used for 3rd person female base animation model. + +baseanimfemale +-------------- + +:Type: string +:Range: +:Default: meshes/base_anim_female.nif + +Path to the file used for 3rd person female base model with textkeys-data. + +baseanimfemale1st +----------------- + +:Type: string +:Range: +:Default: meshes/base_anim_female.1st.nif + +Path to the file used for 1st person female base model with textkeys-data. + +wolfskin +-------- + +:Type: string +:Range: +:Default: meshes/wolf/skin.nif + +Path to the file used for 3rd person werewolf skin. + +wolfskin1st +----------- + +:Type: string +:Range: +:Default: meshes/wolf/skin.1st.nif + +Path to the file used for 1st person werewolf skin. + +xargonianswimkna +---------------- + +:Type: string +:Range: +:Default: meshes/xargonian_swimkna.nif + +Path to the file used for Argonian swimkna. + +xbaseanimkf +----------- + +:Type: string +:Range: +:Default: meshes/xbase_anim.kf + +File to load xbaseanim 3rd person animations. + +xbaseanim1stkf +-------------- + +:Type: string +:Range: +:Default: meshes/xbase_anim.1st.kf + +File to load xbaseanim 3rd person animations. + +xbaseanimfemalekf +----------------- + +:Type: string +:Range: +:Default: meshes/xbase_anim_female.kf + +File to load xbaseanim animations from. + +xargonianswimknakf +------------------ + +:Type: string +:Range: +:Default: meshes/xargonian_swimkna.kf + +File to load xargonianswimkna animations from. + +skyatmosphere +------------- + +:Type: string +:Range: +:Default: meshes/sky_atmosphere.nif + +Path to the file used for the sky atmosphere mesh, which is one of the three meshes needed to render the sky. It's used to make the top half of the sky blue and renders in front of the background color. + +skyclouds +--------- + +:Type: string +:Range: +:Default: meshes/sky_clouds_01.nif. + +Path to the file used for the sky clouds mesh, which is one of the three meshes needed to render the sky. It displays a scrolling texture of clouds in front of the atmosphere mesh and background color + +skynight01 +---------- + +:Type: string +:Range: +:Default: meshes/sky_night_01.nif + +Path to the file used for the sky stars mesh, which is one of the three meshes needed to render the sky. During night, it displays a texture with stars in front of the atmosphere and behind the clouds. If skynight02 is present, skynight01 will not be used. + +skynight02 +---------- + +:Type: string +:Range: +:Default: meshes/sky_night_02.nif + +Path to the file used for the sky stars mesh, which is one of the three meshes needed to render the sky. During night, it displays a texture with stars in front of the atmosphere and behind the clouds. If it's present it will be used instead of skynight01. + +weatherashcloud +--------------- + +:Type: string +:Range: +:Default: meshes/ashcloud.nif + +Path to the file used for the ash clouds weather effect in Morrowind. OpenMW doesn't use this file, instead it renders a similar looking particle effect. Changing this won't have any effect. + +weatherblightcloud +------------------ + +:Type: string +:Range: +:Default: meshes/blightcloud.nif + +Path to the file used for the blight clouds weather effect in Morrowind. OpenMW doesn't use this file, instead it renders a similar looking particle effect. Changing this won't have any effect. + +weathersnow +----------- + +:Type: string +:Range: +:Default: meshes/snow.nif + +Path to the file used for the snow falling weather effect in Morrowind. OpenMW doesn't use this file, instead it renders a similar looking particle effect. Changing this won't have any effect. + +weatherblizzard +--------------- + +:Type: string +:Range: +:Default: meshes/blizzard.nif + +Path to the file used for the blizzard clouds weather effect in Morrowind. OpenMW doesn't use this file, instead it renders a similar looking particle effect. Changing this won't have any effect.