Static Collection

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Static Collections are objects are composed of Static forms. They do not react to Havok physics and cannot be destroyed. The main purpose of these are to reduce object count to improve performance and loading times as well as making world building easier. They are created by selecting multiple statics in the Render Window and pressing ctrl+g on the keyboard to merge them into a static collection.

Static Collection Dialog Window

  • ID: Unique Editor ID that can be used in scripts and can be searched in the Object Window with the filter bar. Cannot include any spaces or special characters.
  • Flags:
    • Quest Item:
    • Visible When Distant: Will be added to generated object LOD if a corresponding LOD model exists.
    • On Local Map: Will be visible on the local Pipboy map.
    • Has Tree LOD: Will be added to generated Tree LOD if a corresponding LOD billboard exists.
    • Obstacle: When checked the object will dynamically cut the navmesh in game preventing actors from walking into it.
  • Model: The NIF file used for the object. (Usually automatically generated and set upon SCOL creation in the Render Window).
  • NavMesh Generation Import Option: When a navmesh is automatically generated this setting will determine how the generation will treat this object.
    • Collision Geometry: Generation will use the object’s Havok geometry.
    • Bounding Box: During generation the object’s bounding box will be imported instead of their Havok geometry.
    • Filter: The object will not be imported or used for generation.
    • Ground: The object will be treated like it is part of the ground.

Notes

  • If a Static Collection is made from statics that have Looping/Random Sound or Passthrough Sound set they will loose the ability to emit the sound assigned to the static. To workaround this, sound emitters can be placed in the Render Window to restore the lost sound.
  • Placed references in the render window that are merged into a static collection will be deleted, be sure to check your mod in xEdit for deleted references.
  • Unlike statics, Static Collections cannot receive impact decals from ImpactData produced by weapons.
  • If Static Collections have Havok collisions, it is advisable to merge and optimize them in your 3D object editor of choice. This should be done on the base object of the collection, which is the first object you selected when making the collection. This will allow decals to work correctly and increase performance.
  • You should not mix Havok types in Static Collections. IE movable and immovable objects, or basic shapes and MOPP collision. If you do this, remake the collision for the parts that differ or entirely.
  • When creating Static Collections out of kit pieces for performance reasons you should go over the source nifs and check if all properties for like materials between objects match. When they match all the objects will be merged into a single NiTriStrip. If they do not match a separate node will be made. If the only difference is Alpha, then you need to manually change the texture with alpha to another name so that it doesn't corrupt other objects which have no alpha.
  • When making Static Collections out of kit pieces in exterior cells, it advised not to cross cell boundaries with your collection, doing so will cause issues with LOD and create "near pop in". If an object is very large, for EX. The camp McCarran terminal building, you may make the object an imposter so that it always appears as full LOD and delete any associated LOD object that is created for it.
  • The "Obstacle" flag only works with NIFs that have the correct collision layer set, consult the Collision layer page for valid layer types.

See Also