Difference between revisions of "Category:Glossary"
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The glossary of terms for the [[Creation Kit]] and modding. | |||
=A= | =A= | ||
====Activation==== | ====Activation==== | ||
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====Artifact==== | ====Artifact==== | ||
In computer graphics, an artifact is a visual glitch introduced by some technical process. | 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] | [http://en.wikipedia.org/wiki/Compression_artifact Non-game specific examples on wikipedia] | ||
=B= | =B= | ||
====Base Object==== | ====[[Base Object]]==== | ||
The term for any [[ | 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= | =C= | ||
====Cleared Location==== | ====Cleared Location==== | ||
A [[Location]] can be cleared. | 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. | 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]]. | A [[Location]] can also be cleared [[SetCleared - Location|via script]]. | ||
Locations that are cleared are indicated as such on the world map. | 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. | 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==== | ====Culling==== | ||
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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. | 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 | ====[[Default Object]]==== | ||
Default | ''Default Objects'' are permanent [[Object]]s that the programs needs to access reliably. | ||
Assign the appropriate game object to the default Use. | Assign the appropriate game object to the default ''Use''. | ||
====Depth Bias==== | ====Depth Bias==== | ||
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====Edge==== | ====Edge==== | ||
Term used to describe the edge of a polygon. | Term used to describe the edge of a polygon. | ||
Usually used in reference to [[ | Usually used in reference to [[Navmesh]] | ||
====EOF==== | ====EOF==== | ||
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Generally, in computing this would mean ''End Of File''. | Generally, in computing this would mean ''End Of File''. | ||
====Exterior | ====[[Exterior Cell]]==== | ||
Exterior [[Cell]]s belong to a [[ | 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 [[ | 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. | Each vertex in an exterior [[Cell]] is 128 units (6ft) apart. | ||
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=F= | =F= | ||
====Form==== | ====[[Form]]==== | ||
Each of the | 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==== | ====Frustum==== | ||
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====FX==== | ====FX==== | ||
Shorthand for "Effects", usually "Special Effects". | Shorthand for "Effects", usually "Special Effects". | ||
In the [[Creation Kit]], FX objects usually are particle systems such as fire, smoke or fog. | In the [[Creation Kit]], FX objects usually are particle systems such as fire, smoke or fog. | ||
=G= | =G= | ||
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=I= | =I= | ||
==== | ====[[ImageSpace]]==== | ||
An | 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. | 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 | ====[[Interior Cell]]==== | ||
Interior [[Cell]]s are entered through a load [[Door]] linked to another [[Cell]] (interior or exterior). | 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. | When in an interior, the exterior world is no longer visible. | ||
Each interior cell is essentially its own universe. | 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= | =L= | ||
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=N= | =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. | 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= | =O= | ||
====Object==== | ====[[Object]]==== | ||
Can mean different things depending on context. | Can mean different things depending on context. | ||
Usually refers to a [[ | Usually refers to a [[Form]] in the [[Master File]] or added by a mod. | ||
Often (but not always) either a [[ | Often (but not always) either a [[Base Object]] or an [[Object Reference]]. | ||
When discussing Papyrus Scripting, an Object | 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==== | ====[[Object Reference]]==== | ||
Generally referred to as a "Reference" or "Ref", an Object Reference is an instance of an Object, placed in the world. | 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. | 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]]. | References are explained in more depth on their own page: see [[Reference]]. | ||
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====Prefab==== | ====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. | 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. | These are provided in interior cells with the ''warehouse'' prefix. | ||
Note that "prefab" is not a form type in the [[Creation Kit]]. | Note that "prefab" is not a form type in the [[Creation Kit]]. | ||
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=R= | =R= | ||
====Reference==== | ====[[Reference]]==== | ||
Also known as "Ref"s, there are various types of | Also known as "Ref"s, there are various types of [[Reference]] in the [[Creation Kit]]. | ||
Generally, though, when speaking about | Generally, though, when speaking about [[Reference]]s, people will mean [[Object Reference]]s. | ||
====[[Region | 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]]. | Regions are a means of storing data about blocks of cells in [[World Spaces|Worldspaces]]. | ||
In '' | In ''Fallout 4'', they are primarily used as a way to assign [[Weather]] to exterior cells. | ||
====Rendering==== | ====Rendering==== | ||
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=T= | =T= | ||
====Triangle==== | ====Triangle==== | ||
In the context of [[ | In the context of [[Navmesh]], a triangle or "tri" is a 3-sided polygon. | ||
=U= | =U= | ||
====Unit==== | |||
The [[Unit]] of measure used for the [[Creation Engine]]. | |||
====UI==== | ====UI==== | ||
Common acronym for "User Interface". | Common acronym for "User Interface". | ||
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====Vertex==== | ====Vertex==== | ||
A vertex, or "vert", is a point in 3D space. | A vertex, or "vert", is a point in 3D space. | ||
When working with [[ | When working with [[Navmesh]], vertices(plural) are used to create the corners of triangular polygons. | ||
=Z= | =Z= | ||
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In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. | 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. | 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]] |