Difference between revisions of "Glossary"

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→‎Actor: Player is an actor too.
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m (→‎Actor: Player is an actor too.)
 
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== GECK Terms ==
== GECK Terms ==
====Actor====
====Actor====
*An Actor is a game object that uses AI and acts in the world on it's own.  [[:Category:Creatures|Creatures]] and [[:Category:NPC|NPC]]s are both considered Actors.  See also: [[:Category:Actor Functions|Actor Functions]]
*An Actor is a game object that uses AI and acts in the world on it's own.  The Player reference, [[:Category:Creatures|Creatures]] and [[:Category:NPC|NPC]]s are all considered Actors.  See also: [[:Category:Actor Functions|Actor Functions]]
 
====Base Object====
====Base Object====
*Base Objects are any objects defined in the [[Object Window]], as well as some objects in the menus in the main GECK toolbar.  Some of these objects serve as template objects for [[Glossary#Reference|References]].
* [[:Category:Objects|Base Objects]] are any objects defined in the [[Object Window]], as well as some objects in the menus in the main GECK toolbar.  Some of these objects serve as template objects for [[Glossary#Reference|References]].
 
====Base ID====
* A BaseID (or Base ID) is a FormID assigned automatically to an object by the GECK when a new object is created in the Object window. The Form IDs listed in the Object window are Base IDs. A Base ID is only associated with an object template in the editor, never with an instanced object in-game.


====EditorID====
====EditorID====
*The EditorID of an object is the name used in the GECK to identify the object when working with it, and can be used in scripts.
*The EditorID (or Editor ID) of an object is a name given to an object by a GECK user to uniquely identify that object for use in the GECK. This name does not appear in-game, but is used in scripts.


====FormID====
====FormID====
*The FormID of an object is the unique numerical identifier for that object, in hexadecimal.  This is the 'short version' used by the engine while the game is running.
*The FormID (or Form ID) of an object is the unique numerical identifier for that object, in hexadecimal.  This is the 'short version' used by the engine while the game is running. Note that in the GECK, the term Form ID may be used in one of two fashions: as the Base ID of an object template, and as the Reference ID of an instanced (placed) in-game object. The Form IDs in the Object window are Base IDs. The Form IDs in the Cell View window are Reference IDs.
 
====LOD====
*LOD is Level Of Detail. As an object is farther away, it has less detail. (ex: close range, an object may be 200 pixels; farther away, it may only be 50 pixels. The LOD has been reduced.)


====Record====
====Record====
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====Reference====
====Reference====
*References are instances of [[Glossary#Base Object|Base Objects]] that have been placed in the game world in the [[Cell View Window]].  References inherit most of their properties from the Base Objects that they are templated on.
* [[Reference|References]] are instances of [[Glossary#Base Object|Base Objects]] that have been placed in the game world via the [[Render Window]]. References added to cells also appear in the [[Cell View Window]].  References inherit most of their properties from the Base Objects that they are templated on.
 
====Reference Editor ID====
* A Reference Editor ID is a name given to a specific instance ([[Reference]]) of an object placed in the Render Window by a user. Reference Editor IDs are used in scripts to execute commands that affect only that instance of an object.
 
====Reference ID====
* A Reference ID is a FormID assigned automatically to a Reference by the GECK when an object is placed in the Render Window. Reference IDs are required to uniquely identify each instance of an object in-game. The Form ID column of the Cell View window lists Reference IDs.


== File Types ==
== File Types ==
====BSA File====
*[[BSA Files|BSA]] (Bethesda Softworks Archive) are archives that contain resource files (meshes, textures, sounds, etc.). The GECK does not allow creation or editing of BSA files, but other tools do.
====DDS File====
====DDS File====
*DDS, short for '''D'''irect '''D'''raw '''S'''urface, is the file format used by Fallout 3 to store textures and images.  One free .dds editor is [[Paint.NET]], and plugins are available for most image editing programs.
*DDS, short for '''D'''irect '''D'''raw '''S'''urface, is the file format used by Fallout 3 to store textures and images.  One free .dds editor is [[Paint.NET]], and plugins are available for most image editing programs.
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*NIF, short for '''N'''et '''I'''mmerse '''F'''ile, is the file format used by Fallout 3 to store models, also known as meshes.  NIF files can be worked with using [[NifSkope]] and [[NifTools]].
*NIF, short for '''N'''et '''I'''mmerse '''F'''ile, is the file format used by Fallout 3 to store models, also known as meshes.  NIF files can be worked with using [[NifSkope]] and [[NifTools]].
*Note - The NIF files used in Fallout 3 are a different format than those used in Oblivion.
*Note - The NIF files used in Fallout 3 are a different format than those used in Oblivion.
====OPL File====
*OPL stands for '''O'''bject '''P'''a'''L'''ette and this file format is used only in the G.E.C.K. to create an [[Object palette|Object Palette]], a collection of objects that speed up a process of building exterior worlds and interiors.
[[Category:Getting Started]]
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