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Sunday, 23 November 2008 10:04 |
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2DA definition for Neverwinter Nights 2 (NWN2) Placeables.2DA game configuration file. This file defines the placeable models available to module builders in the toolset and the attributes of those models.
| Column Name | Column Description |
| | Line Number | Numerical sequence of the models in the file, starting with 0. This is for file editing/viewing purposes only and not used by the game engine. | | Label | What the placeable is named in the toolset and in-game. Labels with spaces in the name must be encapsulated in double quotes (ie "Model Name"). | | StrRef | TLK reference line number. | | PlaceableModelType | The number '2' represents whether or not the placeable has an animation attached. | | Fade | ? | | NWN2_ModelName | Name of the 3DSMax placeable model file. | | NWN2_LowGore | Name of the alternate 3DSMax placeable model file to use with low gore settings.
| | NWN2_PartsCount | ? | | NWN2_Skeleton | This is the name of the skeleton that was setup for an animation on a placeable. (For example the building with a weathervane on the roof swaying in the wind, or a trunk that opens--these objects will have a skeleton named in this column). The animation files are set-up in 3DSMax, and then exported. | | AttachedModelName | The name of the extra pieces of animation attached to the skeleton. (When there is an animation attached to a placeable, there will be a base/skeleton piece that goes in Column I (Ex: "PLC_MC_GALLOW3"), and a second piece ("PLC_MC_GALLOW3_01") named in 3DsMax, that will go in Column J. If there are more than 2 pieces (for instance there's a "PLC_MC_GALLOW3_02", "PLC_MC_GALLOW3_03", etc.), double question marks will replace the name extensions instead so it will look like, "PLC_MC_GALLOW3_??" in this column. | | DefaultDoor | Name of the door that appears on a placeable building when user sets one down in the Toolset. | | DefaultAccessory | ? | | IsAccessory | ? | | ModelName | Name of the 3DSMax placeable model file. | | LightColor | Used for placeables that emit light (braziers, torches). 6 = fire.
| | LightOffsetX | Used for placeables that emit light (braziers, torches). X offset (in meters) for the placement of the light.
| | LightOffsetY | Used for placeables that emit light (braziers, torches). Y offset (in meters) for the placement of the light.
| | LightOffsetZ | Used for placeables that emit light (braziers, torches). Z offset (in meters) for the placement of the light.
| | SoundAppType | This is a reference to placeableobjsnds.2da, which defines a "placeable sound set" consisting of entries for sound to play on opened, closed, destroyed, etc. The defualt row, row 0, is the row for a medium wood chest, so that is the sound set that will play if this entry is left as "****". | | ShadowSize | Use 1 to cast shadows, **** to cast no shadows.
| | BodyBag | This is a reference to bodybag.2da, which defines the type of bag to display when a placeable is destroyed.
| | LowGore | Name of the alternate 3DSMax placeable model file to use with low gore settings. | | Reflection | Reflection map to use for the placeable.
| | InterfacePT | ? | | BlockLOS | ? | | SELECTION_SIZE | ? |
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Last Updated on Thursday, 04 December 2008 16:11 |