ToggleCollisionGeometry

From GECK
Jump to: navigation, search

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

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

See Also