ToggleCollisionGeometry
From GECK
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.
Contents
Syntax
ToggleCollisionGeometry TCG
Examples
- None at this time.
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