ToggleCollisionGeometry

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ToggleCollisionGeometry toggles a color-coded view of the collision geometry (the wireframes that surround every object that has collision data associated with it). Note that the visual effects linger even if you toggle it off, so you may have to restart the game.

Syntax

ToggleCollisionGeometry 
TCG

Notes

The color of the collision geometry is representative of the layer applied to the NIF. A breakdown of most collision colors in RGB:

  • L_STATIC: (1.0f, 0.0f, 0.0f)
  • L_ANIMSTATIC: (0.90f, 0.24f, 0.92f)
  • L_PROPS: (0.90f, 0.24f, 0.92f)
  • L_TRANSPARENT: (0.96f, 0.8f, 0.8f)
  • L_CLUTTER: (0.27f, 0.41f, 0.94f)
  • L_WEAPON: (0.85f, 0.61f, 0.16f)
  • L_PROJECTILE: (0.9f, 0.73f, 0.42f)
  • L_SPELL: (0.23f, 0.97f, 0.90f)
  • L_BIPED: (0.0f, 1.0f, 0.0f)
  • L_TREES: (0.80f, 0.62f, 0.45f)
  • L_WATER: (0.51f, 0.98f, 0.98f)
  • L_TRIGGER: (0.73f, 0.76f, 0.75f)
  • L_TRAP: (0.73f, 0.76f, 0.75f)
  • L_CLOUDTRAP: (0.73f, 0.78f, 0.70f)
  • L_TERRAIN: (0.96f, 0.97f, 0.52f)
  • L_GROUND: (0.96f, 0.97f, 0.52f)
  • L_PORTAL: (0.0f, 0.7f, 0.0f)
  • L_CHARCONTROLLER: (1.0f, 1.0f, 0.0f)
  • L_AVOIDBOX: (1.0f, 0.8f, 0.0f)
  • default: WHITE

Notes

  • NiTriStrips/NiTriShapes with no Shader Property (waving flags for example) will become visible and render as white when ToggleCollisionGeometry is enabled, and will not become invisible again until the game is restarted.


See Also