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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