Difference between revisions of "Category:Glossary"
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The glossary of terms for the [[Creation Kit]] and modding. | |||
|- | |||
=A= | |||
|- | ====Activation==== | ||
Activation is the interaction between two objects in the Creation Engine. | |||
For example, when the player opens a door, this is an ''activation'' event between the player object and the [[Door]] object in question. | |||
Many object types react to an activation with some default behavior. | |||
[[Door]]s will open or shut, [[Container]]s display their contents, and [[NPC]]s will converse. | |||
[[OnActivate - ObjectReference|Activation Events]] are script-accessible as well, allowing content creators to implement advanced interactions. | |||
| | ====Archive==== | ||
[[Archive File]]s are compressed <code>.bsa</code> files used by Creation Engine to store certain types of data, such as 3D models, sound, meshes, and textures, efficiently. | |||
The [[Creation Kit]] allows users to create these archives by hand or automatically when uploading mods to the Steam Workshop. | |||
See also: [[File Menu#Create Archive|File Menu > Create Archive]] | |||
====Artifact==== | |||
In computer graphics, an artifact is a visual glitch introduced by some technical process. | |||
[http://en.wikipedia.org/wiki/Compression_artifact Non-game specific examples on wikipedia] | |||
=B= | |||
====[[Base Object]]==== | |||
The term for any [[Object]] listed in the [[Object Window]]. | |||
[[Object]]s can have any number of [[Reference]]s placed into the game world. | |||
For example, the [[Base Object]] [[Actor]] "Alvor" has a single [[Reference]] with the ''EditorID'' of "AlvorRef" that is in the RiverwoodAlvorsHouse [[Cell]]. | |||
The [[Base Object]] [[Kit Piece]] "NorRmSmMid01" has many [[Reference]]s, found throughout most Nordic ruins. | |||
=C= | |||
====Cleared Location==== | |||
A [[Location]] can be cleared. | |||
By default, a [[Location]] is cleared when any/all reference(s) with the "Boss" [[Glossary#LocRefType|Location Reference Type]] is killed. | |||
A [[Location]] can also be cleared [[SetCleared - Location|via script]]. | |||
Locations that are cleared are indicated as such on the world map. | |||
If the player re-visits the [[Location]] after the area has had time to reset, it may re-populated. | |||
====[[Creation Club]]==== | |||
The '''Creation Club''' is a microtransaction system for content curated by Bethesda Game Studios for Fallout 4 and Skyrim. | |||
====[[Creation Engine]]==== | |||
The '''Creation Engine''' is a collection of software and technologies behind Fallout 4. | |||
====[[Creation Kit]]==== | |||
The [[Creation Kit]] will create [[Data File]]s for Fallout 4. | |||
====Culling==== | |||
To cull, to pick out : in computer science, culling is a term used for objects which are prevented from rendering. | |||
=D= | |||
====Default Master Package==== | |||
The [[Default Master Package]] is a special package which gives content creators quick access to commonly used AI behaviors without needing to create custom [[Package]]s each time. | |||
====[[Default Object]]==== | |||
''Default Objects'' are permanent [[Object]]s that the programs needs to access reliably. | |||
Assign the appropriate game object to the default ''Use''. | |||
====Depth Bias==== | |||
Depth bias enables coplanar geometry to not z-fight, offsetting decal geometry when depth-bias is on so that it appears in front of the geometry it is on top of. | |||
Depth bias (on shadow lights) is a method to account for insufficient depth precision in shadowmaps. | |||
Small depth bias can result in striping artifacts on the surface of objects, large depth bias can result in a lack of contact shadows. | |||
====DMP==== | |||
Acronym shorthand for [[Default Master Package]]. | |||
=E= | |||
====Edge==== | |||
Term used to describe the edge of a polygon. | |||
Usually used in reference to [[Navmesh]] | |||
====EOF==== | |||
When seen in the context of [[Papyrus Compiler Errors]] this means '''E'''vent '''O'''r '''F'''unction. | |||
Generally, in computing this would mean ''End Of File''. | |||
====[[Exterior Cell]]==== | |||
Exterior [[Cell]]s belong to a [[WorldSpace|Worldspace]], and are part of the worldspace's landscape, which is basically a grid that extends infinitely in all directions. | |||
Each exterior cell is 4096 units by 4096 [[Unit]]s, or approximately 192x192ft or 58.5x58.5m. | |||
Each vertex in an exterior [[Cell]] is 128 units (6ft) apart. | |||
All exterior cells are automatically given a grid number that represents their [X,Y] position from the center of the world. | |||
You will see this in the [[Render Window]] title as you select objects. | |||
====External Emittance==== | |||
|- | External emittance is when an object gets its emittance color from an external source. | ||
External Emittance can be set to a specific light color, but can also inherit the sky color from a specific region of the world, allowing the emittance color to change to reflect time-of-day. | |||
=F= | |||
====[[Form]]==== | |||
Each of the [[Object]]s in the currently loaded [[Master File]]s and [[Plugin]]s, including those found in the [[Object Window]] as well as not found there. | |||
For example, [[Actor]]s, [[Faction]]s, [[Package]]s, [[Cell]]s, [[Reference]]s, etc., are all [[Form]]s. | |||
====Frustum==== | |||
In games, a [http://en.wikipedia.org/wiki/Frustum Frustum] generally refers to the "view frustum" of the game camera. | |||
Imagine the 3D space of the game-world, and a camera floating in that space. | |||
The frustum of that camera, a cone-shaped field, would include all visible objects within that 3D space. | |||
Frustums can also be used to describe the area which an [[NPC]] can see. | |||
====FX==== | |||
| | Shorthand for "Effects", usually "Special Effects". | ||
In the [[Creation Kit]], FX objects usually are particle systems such as fire, smoke or fog. | |||
=G= | |||
====Glow Fill==== | |||
Glow Fills are a kind of Special Effects object. | |||
These are designed to simulate the glowing haze surrounding a source of light. | |||
They are typically used to create ambiance in interiors as well as obscure visual tricks such as Sun Holes. | |||
The object '''FXAmbBeamDust03''' is one example of a glow fill. | |||
=I= | |||
====[[ImageSpace]]==== | |||
An [[ImageSpace]] applies post-processing effects to the image. | |||
Images space can control elements such as contrast, tinting, how bright objects must be for bloom lighting, the intensity of the sky/sun, depth of field and more. | |||
====[[Interior Cell]]==== | |||
Interior [[Cell]]s are entered through a load [[Door]] linked to another [[Cell]] (interior or exterior). | |||
When in an interior, the exterior world is no longer visible. | |||
Each interior cell is essentially its own universe. | |||
=K= | |||
====[[Kit Piece]]==== | |||
A ''Kit Piece'' is the basic building block for level design. | |||
These are premade level design kits which snap together in a seemless manner. | |||
=L= | |||
====Leaky Faucet Pacing==== | |||
Term used to describe a level design pacing problem. | |||
Imagine the annoying persistence of a leaking faucet - it's easy to fall into a pattern of placing encounters into a level at very regular intervals. | |||
This problem is usually addressed very simply by removing entire encounters, as many designers will tend towards too much combat in early iterations. | |||
The issue can also be addressed by paying attention to relative intensity of encounters, and making sure there is an interesting progression rather than a linear one. | |||
====LinkedRef==== | |||
Shorthand for "Linked Reference". | |||
Refers to the target of a Linked Reference relationship, which can be set in the Reference Properties of most references, from the Linked Ref tab. | |||
LinkedRefs may optionally have a keyword specified, which is helpful for references that need multiple associations/relationships. | |||
This is commonly used in package building and scripting. | |||
====LocRefType==== | |||
Shorthand for Location Reference Type. | |||
This is a tag that can be applied to a reference, used by the [[Radiant Story]] system to populate variable with appropriate objects and locations. | |||
=N= | |||
====[[Navmesh]]==== | |||
[[Navmesh]] is an editor-created three-dimensional shape which exists for the purpose of providing AI with navigation details in 3D space. | |||
The primary function of navmesh is simply to define where an actor can path, but navmesh can also include meta-data such as cover, ledges, water, and preferred routes. | |||
=O= | |||
====[[Object]]==== | |||
Can mean different things depending on context. | |||
Usually refers to a [[Form]] in the [[Master File]] or added by a mod. | |||
Often (but not always) either a [[Base Object]] or an [[Object Reference]]. | |||
When discussing [[Papyrus]] Scripting, an [[Object]] may refer to any of the [[Script Object]]s. | |||
[[Script Object]]s correlate closely to [[Form]]s. | |||
====[[Object Reference]]==== | |||
Generally referred to as a "Reference" or "Ref", an Object Reference is an instance of an [[Object]], placed in the world. | |||
For example, there is only one '''NorRmSmWallSideExSm01''' [[Base Object]] - but you can place as many instances of that object as you like. | |||
Each of these instances is a reference to the [[Base Object]]: so, each one is an [[Object Reference]]. | |||
References are explained in more depth on their own page: see [[Reference]]. | |||
====Orthographic View==== | |||
Sometimes shortened to "Ortho", orthographic view is a type of rendering/projection which displays a 3D space with no vanishing point. | |||
This is extremely useful for a blueprint-type view where walls appear as straight lines, allowing for very precise placement of objects in a space. | |||
Orthographic view can be toggled in the [[Creation Kit]] with the "'''0'''" (zero) hotkey. | |||
[http://en.wikipedia.org/wiki/Orthographic_projection More information is available on wikipedia.] | |||
=P= | |||
====Pisa Problem==== | |||
A problem in visual design. | |||
The term refers to the [http://en.wikipedia.org/wiki/Leaning_Tower_of_Pisa Leaning Tower of Pisa], which is remarkable specifically because remains standing although it doesn't look like it should remain standing. | |||
Because videogame locations are not required to obey the laws of physics, a structure such as the Tower would simply look ill-conceived. | |||
In general, the Pisa problem is a reminder to build spaces that look physically grounded and feasible. | |||
====Prefab==== | |||
Prefab is a shorthand term used to refer to a collection of objects which can be easily copied to provide some complex functionality, such as multi-object traps, puzzles and creature ambushes. | |||
These are provided in interior cells with the ''warehouse'' prefix. | |||
Note that "prefab" is not a form type in the [[Creation Kit]]. | |||
It's just the term applied by the team to these kinds of pre-configured setups. | |||
=Q= | |||
====Quest Item==== | |||
The ''Quest Item'' check box is available on most base objects. | |||
Objects marked as ''Quest Item'' cannot be dropped from the player's inventory, are not counted against encumbrance, and are not cleaned up when a [[Cell]] is reset (and are not cleared from reset inventories). | |||
[[Actor]]s marked as quest items update more frequently. | |||
=R= | |||
====[[Reference]]==== | |||
Also known as "Ref"s, there are various types of [[Reference]] in the [[Creation Kit]]. | |||
Generally, though, when speaking about [[Reference]]s, people will mean [[Object Reference]]s. | |||
A [[Reference]] is an instance of an [[Base Object]]. | |||
Usually, this means that the [[Object]] has been placed in the [[Render Window]], although references can also be created at runtime by scripts. | |||
Each [[Base Object]] can have multiple [[Reference]]s. | |||
The count of [[Reference]]s is displayed in the [[Object Window]]. | |||
If any of the properties of a [[Base Object]] are changed in the [[Object Window]], all its [[Reference]]s are also changed in-game. | |||
However, references also hold some data that is unique to the reference. | |||
The simplest example is the [[Reference]]'s position: it's unique for each reference, and is not stored with the [[Base Object]]'s data in the [[Object Window]]. | |||
If you {{key press|Double Mouse Click}} on an [[Object]] in the [[Render Window]], you will see its ''Reference Data''. | |||
Different types of [[Object]]s have different ''Reference Data'' on their [[Reference]]s. | |||
Different [[Reference]]s of the same [[Object]] can be set differently. | |||
All [[Reference]]s are treated as [[ObjectReference Script]]s. | |||
[[Reference]]s can also be cast to their specific subtype, so references of [[Actor]]s are '''''also''''' [[Actor Script]]s. | |||
====[[Region]]==== | |||
Regions are a means of storing data about blocks of cells in [[World Spaces|Worldspaces]]. | |||
In ''Fallout 4'', they are primarily used as a way to assign [[Weather]] to exterior cells. | |||
====Rendering==== | |||
Rendering is a computer science term for drawing an image on-screen. | |||
On this wiki, it refers to any 3D objects which the Creation Engine is currently displaying. | |||
It is important to note that a rendered image is not always visible. | |||
This is why optimization is important: it helps content creators cut down on the amount of wasted rendering by ensuring that as few objects as possible are unnecessarily rendered. | |||
For more information, check out the [http://en.wikipedia.org/wiki/Rendering_(computer_graphics) Rendering article on wikipedia] | |||
====Roombound==== | |||
A synonym for "Room Marker" | |||
====Room-Hall-Room==== | |||
Refers to a pacing problem in level design. | |||
It's very easy for a level to fall into a rut where the space simply feels like a series of random rooms connected by repetitive hallways. | |||
This is usually the sign of a level in early stages of design. | |||
Room-Hall-Room can be addressed by replacing bland hallways with more interesting traversal spaces, giving rooms a sense of cohesive purpose in the larger meaning of a level, and tuning encounter pacing. | |||
====Room Marker==== | |||
A cube used to encompass references for the sake of manual occlusion. | |||
Room Markers are linked to each other via portals, helping the Creation Engine make better decisions about what to cull and render. | |||
[[Bethesda_Tutorial_Optimization|More information is available in this tutorial.]] | |||
=S= | |||
====Skybox==== | |||
A common game development term for an unreachable area created as a sort of diorama to create the illusion of an opening to sky. | |||
In Skyrim these usually consist of ceiling holes where a patch of sky can be seen, and additional clutter such as foliage is often used to make the illusion more convincing. | |||
=T= | |||
====Triangle==== | |||
In the context of [[Navmesh]], a triangle or "tri" is a 3-sided polygon. | |||
=U= | |||
====Unit==== | |||
The [[Unit]] of measure used for the [[Creation Engine]]. | |||
====UI==== | |||
Common acronym for "User Interface". | |||
Used interchangeably with GUI and HUD, or "Graphical User Interface", and "Heads-Up Display", respectively. | |||
=V= | |||
====Vertex==== | |||
A vertex, or "vert", is a point in 3D space. | |||
When working with [[Navmesh]], vertices(plural) are used to create the corners of triangular polygons. | |||
=Z= | |||
====Z-Fighting==== | |||
In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. | |||
Z-Fighting in the [[Creation Kit]] is commonly caused by the accidental duplication of static objects, or placement of decal objects directly on a surface with no offset. | |||
[[Category:Editor Reference]] | [[Category:Editor Reference]] |