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			108 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| #############
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| Assets Tables
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| #############
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| 
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| 
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| Sounds
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| ******
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| 
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| Sounds are Sound Files wrapped by OpenMW, allowing you to adjust how they behave
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| once they are played in-game. They are used for many audio events including
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| spells, NPCs commenting, environment ambients, doors, UI events, when moving items
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| in the inventory, and so on.
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| 
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| Volume
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|     More is louder, less is quieter. Maximum is 255.
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| Min Range
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|     When the player is within Min Range distance from the Sound, the Volume will
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|     always be at its maximum defined value.
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| Max Range
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|     When the player is beyond Max Range distance from the Sound, the volume will
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|     fade to 0.
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| Sound File
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|     Source sound file on the hard-drive that holds all the actual audio information.
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|     All available records are visible in the Sound Files table. 
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| 
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| 
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| Sound Generators
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| ****************
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| 
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| Sound generators are a way to play Sounds driven by animation events. Animated
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| creatures or NPCs always require to be paired with a corresponding textkeys file.
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| This textkeys file defines the extents of each animation, and relevant in this
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| case, events and triggers occurring at particular animation frames.
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| 
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| For example, a typical textkey entry intended for a Sound Generator would be
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| named ``SoundGen: Left`` and be hand placed by an animator whenever the left leg
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| of the creature touches the ground. In OpenMW-CS, the appropriate Sound
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| Generator of an appropriate type would then be connected to the animated creature.
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| In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
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| sound whenever its textkey occurs in the currently playing animation.
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| 
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| Creature
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|     Which creature uses this effect.
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| Sound
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|     Which record of the Sound type is used as the audio source
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| Sound Generator Type
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|     Type of the sound generator that is matched to corresponding textkeys.
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| 
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|     * Land
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|     * Left Foot
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|     * Moan
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|     * Right Foot
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|     * Roar
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|     * Scream
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|     * Swim Left
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|     * Swim Right
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| 
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|     
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| Meshes
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| ******
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| 
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| Meshes are 3D assets that need to be assigned to objects to render them in the 
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| game world. Entries in this table are based on contents of ``data/meshes`` 
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| folder and cannot be edited from OpenMW-CS.  
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| 
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| 
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| Icons
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| *****
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| 
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| Icons are images used in the user interface to represent inventory items, 
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| spells, and attributes. They can be assigned to relevant records through other 
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| dialogues in the editor. Entries in this table are based on contents of 
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| ``data/icons`` folder and cannot be edited from OpenMW-CS.  
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|  
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| 
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| Music Files
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| ***********
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| 
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| Music is played in the background during the game and at special events such as 
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| intro, death, or level up. Entries in this table are based on contents of 
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| ``data/music`` folder and cannot be edited from OpenMW-CS.  
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| 
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| 
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| Sound Files
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| ***********
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| 
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| Sound files are the source audio files on the hard-drive and are used by other
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| records related to sound. Entries in this table are based on contents of
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| ``data/sounds`` folder and cannot be edited from OpenMW-CS. 
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| 
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| 
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| Textures
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| ********
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| 
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| Textures are images used by 3D objects, particle effects, weather system, user 
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| interface and more. Definitions which mesh uses which texture are included in 
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| the mesh files and cannot be assigned through the editor. To use a texture to 
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| paint the terrain, a separate entry is needed in the Land Textures table. 
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| Entries in this table are based on contents of ``data/textures`` folder and 
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| cannot be edited from OpenMW-CS.
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| 
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| 
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| Videos
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| ******
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| 
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| Videos can be shown at various points in the game, depending on where they are 
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| called. Entries in this table are based on contents of ``data/videos`` folder 
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| and cannot be edited from OpenMW-CS.
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