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BSStripPSysData

Bethesda-Specific (mesh?) Particle System Data.

Attributes

Name Type Description
From NiObject
From NiGeometryData
Group ID int Always zero.
Num Vertices ushort Number of vertices.
Num Vertices ushort Number of vertices.
BS Max Vertices ushort Bethesda uses this for max number of particles in NiPSysData.
Keep Flags byte Used with NiCollision objects when OBB or TRI is set.
Compress Flags byte Unknown.
Has Vertices bool Is the vertex array present? (Always non-zero.)
Vertices Vector3 The mesh vertices.
Vector Flags VectorFlags
BS Vector Flags BSVectorFlags
Material CRC uint
Has Normals bool Do we have lighting normals? These are essential for proper lighting: if not present, the model will only be influenced by ambient light.
Normals Vector3 The lighting normals.
Tangents Vector3 Tangent vectors.
Bitangents Vector3 Bitangent vectors.
Center Vector3 Center of the bounding box (smallest box that contains all vertices) of the mesh.
Radius float Radius of the mesh: maximal Euclidean distance between the center and all vertices.
Unknown 13 shorts short Unknown, always 0?
Has Vertex Colors bool Do we have vertex colors? These are usually used to fine-tune the lighting of the model.

Note: how vertex colors influence the model can be controlled by having a NiVertexColorProperty object as a property child of the root node. If this property object is not present, the vertex colors fine-tune lighting.

Note 2: set to either 0 or 0xFFFFFFFF for NifTexture compatibility.
Vertex Colors Color4 The vertex colors.
UV Sets TexCoord The UV texture coordinates. They follow the OpenGL standard: some programs may require you to flip the second coordinate.
Consistency Flags ConsistencyType Consistency Flags
Additional Data Ref<AbstractAdditionalGeometryData> Unknown.
From NiParticlesData
Has Radii bool Is the particle size array present?
Radii float The individual particle sizes.
Num Active ushort The number of active particles at the time the system was saved. This is also the number of valid entries in the following arrays.
Has Sizes bool Is the particle size array present?
Sizes float The individual particle sizes.
Has Rotations bool Is the particle rotation array present?
Rotations Quaternion The individual particle rotations.
Has Rotation Angles bool Are the angles of rotation present?
Rotation Angles float Angles of rotation
Has Rotation Axes bool Are axes of rotation present?
Rotation Axes Vector3 Axes of rotation.
Has Texture Indices bool
Num Subtexture Offsets uint How many quads to use in BSPSysSubTexModifier for texture atlasing
Num Subtexture Offsets byte 2,4,8,16,32,64 are potential values. If "Has" was no then this should be 256, which represents a 16x16 framed image, which is invalid
Subtexture Offsets Vector4 Defines UV offsets
Aspect Ratio float Sets aspect ratio for Subtexture Offset UV quads
Aspect Flags ushort
Speed to Aspect Aspect 2 float
Speed to Aspect Speed 1 float
Speed to Aspect Speed 2 float
From NiPSysData
Particle Descriptions ParticleDesc
Has Rotation Speeds bool
Rotation Speeds float
Num Added Particles ushort
Added Particles Base ushort
From BSStripPSysData
Max Point Count ushort
Start Cap Size float
End Cap Size float
Do Z Prepass bool

Parent Of