Impact Data Sets are assigned to objects such as weapons to establish how they visually alter the environment. For example, a rifle visually alters the environment by placing a decal on that object at the point of impact. The material type of the damaged object determines which Impact Data object is used. The Impact Data object contains the full description of the decal, including any sound it might make.
ImpactData Dialog[edit | edit source]
- ID: Unique identifier for this form.
- Texture Set: Editor ID for TextureSet to be used for Decal.
- Placement Radius: Affects the distance between decals.
- Angle Threshold: Affects how far around in degrees a decal renders.
- Has Own Decal Data: Overides the Texture Set decal data.
- Min Width: Minimum width of decal.
- Max Width: Maximum width of decal.
- Min Height: Minimum height of decal.
- Max Height: Maximum height of decal.
- Color: Multiplies the texture by the selected color.
- Depth: How far from the point of impact the decal renders.
- Shininess: Sets the specular exponent
- Alpha: Sets the decal to alpha test, blend, or a combination of the two.
- Parallax: If checked, will use more enhanced map for better depth effects.
- Scale: How great the depth will appear.
- Passes: Number of times its drawn.
- Effect: The effect of impact (sparks, chunks, etc).
- Impact NIF: Filename of effect's model (.NIF). Click Edit button to browse for file.
- Duration: Defines how long the effect will last.
- Orientation: How the effect emanates from the point of impact.
- Impact Sounds: Editor ID(s) for sounds that play when impact takes place.
- Sound Level: Sets the volume level for detection.