CELL: Difference between revisions

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CELL, Cell definition.
 
Cell Definitions
NAME = Cell ID string. Can be an empty string for exterior cells in which case
the region name is used instead.
DATA = Cell Data
long Flags
0x01 = Interior?
0x02 = Has Water
0x04 = Illegal to Sleep here
0x80 = Behave like exterior (Tribunal)
long GridX
long GridY
RGNN = Region name string
NAM0 = Number of objects in cell in current file? (4 byte, long), Optional
 
Exterior Cell Sub-Records
NAM5 = Map Color (4 bytes, long, COLORREF)
 
Interior Cell Sub-Records
WHGT = Water Height (4 bytes, float)
AMBI = Ambient Light Level (16 bytes)
long AmbientColor
long SunlightColor
long FogColor
float FogDensity
Referenced Object Data Grouping
FRMR = Object Index (starts at 1) (4 bytes, long)
This is used to uniquely identify objects in the cell.  For new files the
index starts at 1 and is incremented for each new object added.  For modified
objects the index is kept the same.
NAME = Object ID string
XSCL = Scale (4 bytes, float) Static
DELE = (4 byte long) Indicates that the reference is deleted.
DODT = XYZ Pos, XYZ Rotation of exit (24 bytes, Door objects)
float XPos
float YPos
float ZPos
float XRotate
float YRotate
float ZRotate
DNAM = Door exit name (Door objects)
FLTV = Follows the DNAM optionally, lock level (long)
KNAM = Door key
TNAM = Trap name
UNAM = Reference Blocked (1 byte, 00?), only occurs once in MORROWIND.ESM
ANAM = Owner ID string
BNAM = Global variable/rank ID string
INTV = Number of uses ( 4 bytes, long, 1 default), occurs even for objects that don't use it
NAM9 = ? (4 bytes, long, 0x00000001)
XSOL = Soul Extra Data (ID string of creature)
DATA = Ref Position Data (24 bytes)
float XPos
float YPos
float ZPos
float XRotate
float YRotate
float ZRotate
 
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Revision as of 19:21, 26 February 2013

CELL, Cell definition.

Cell Definitions

NAME = Cell ID string. Can be an empty string for exterior cells in which case the region name is used instead. DATA = Cell Data long Flags 0x01 = Interior? 0x02 = Has Water 0x04 = Illegal to Sleep here 0x80 = Behave like exterior (Tribunal) long GridX long GridY RGNN = Region name string NAM0 = Number of objects in cell in current file? (4 byte, long), Optional

Exterior Cell Sub-Records NAM5 = Map Color (4 bytes, long, COLORREF)

Interior Cell Sub-Records WHGT = Water Height (4 bytes, float) AMBI = Ambient Light Level (16 bytes) long AmbientColor long SunlightColor long FogColor float FogDensity

Referenced Object Data Grouping FRMR = Object Index (starts at 1) (4 bytes, long) This is used to uniquely identify objects in the cell. For new files the index starts at 1 and is incremented for each new object added. For modified objects the index is kept the same. NAME = Object ID string XSCL = Scale (4 bytes, float) Static DELE = (4 byte long) Indicates that the reference is deleted. DODT = XYZ Pos, XYZ Rotation of exit (24 bytes, Door objects) float XPos float YPos float ZPos float XRotate float YRotate float ZRotate DNAM = Door exit name (Door objects) FLTV = Follows the DNAM optionally, lock level (long) KNAM = Door key TNAM = Trap name UNAM = Reference Blocked (1 byte, 00?), only occurs once in MORROWIND.ESM ANAM = Owner ID string BNAM = Global variable/rank ID string INTV = Number of uses ( 4 bytes, long, 1 default), occurs even for objects that don't use it NAM9 = ? (4 bytes, long, 0x00000001) XSOL = Soul Extra Data (ID string of creature) DATA = Ref Position Data (24 bytes) float XPos float YPos float ZPos float XRotate float YRotate float ZRotate

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