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Nvdebris
Nvdebris
#
# Material, Nif, Scale, Probability, NormalVelocity, RandomVelocity,
ParticleSpacingScale, lifetime
#
# valid types are in Debris.h: DT_BONE, DT_CLOTH, DT_CREATURE, DT_DIRT,
DT_EGG, DT_GLASS, DT_GLASS_CERAMIC, DT_GOO, DT_METAL, DT_PAPER, DT_PLASTIC,
DT_STONE,
# DT_STONE_BRICK, DT_STONE_CONCRETE, DT_TIRE, DT_WOOD, DT_EXPLOSION,
DT_DEATHCLAW, DT_EXTRA_A, DT_EXTRA_B, DT_EXTRA_C, DT_EXTRA_D, DT_EXTRA_E,
DT_EXTRA_F
#
# Note: probabilities for a particle type (e.g.: DT_STONE) should sum to 1.0 for
correct distributions
# Starting from the first item in the list, the first that sum to 1 are
considered small chunks.
# Anything that sums from 1-1.5 will be medium chunks, and from 1.5-2
will be large chunks.
# Note: normalVelocity default is 50m/s
# Note: randomVelocity perturbs the normal velocity in any direction, the default
strength is 1m/s
# Note: ParticleSpacingScale When rasterizing flex particles into debris, scale the
spacing by this amount. defaults is 1
# Note: lifetime default is FLT_MAX (won't die)
# note the inital velocity of the deathclaw attack is 3000, so, remember that when
setting the random velocity here and the NormalVelcityScale below.
DT_DEATHCLAW, Meshes\Debris\RoundRock2.nif, 0.35, 0.15, 0, 100.0
DT_DEATHCLAW, Meshes\Debris\FlatRock1.nif, 0.40, 0.15, 0, 80
DT_DEATHCLAW, Meshes\Debris\RoundRock1_Dirt.nif, 0.1, 0.23, 0, 120
DT_DEATHCLAW, Meshes\Debris\RoundRock2_Dirt.nif, 0.4, 0.23, 0, 80
DT_DEATHCLAW, Meshes\Debris\FlatRock1_Dirt.nif, 0.30, 0.24, 0, 80
# Explosion settings
#
# Fallout explosions have basic properties of strength, radius and vertical bias.
These properties
# are used to seed force fields in Flex, which are then scaled by the parameters
below.
#
# Format: WeaponName, StrengthMinScale, StrengthMaxScale, VerticalBiasScale,
RadiusScale, CountMin, CountMax
#
# WeaponName - The name of the weapon spawning this explosion, if not found then
Default entry will be used
# StrengthMinScale, StrengthMaxScale - A per-particle, random scaling on the game's
force field strength.
# VerticalBiasScale - Scales how much the force is biased in the vertical direction
(+z)
# RadiusScale - Scales the game's explosion radius
# CountMin - The minimum number of additional debris pieces to spawn for the
explosion (uses DT_EXPLOSION group)
# CountMax - The maximum number of additional debris pieces to spawn for the
explosion (uses DT_EXPLOSION group)
# WeaponName, StrengthMin, StrengthMax, VerticalBias, Radius, CountMin, CountMax
Default, 0.1, 0.35, 2.0, 1.0, 0, 0
Non Weapon, 0.1, 0.35, 2.0, 1.0, 0, 0
Power Armor, 5.0, 7.5, 4.0, 1.0, 20, 100
Fragmentation Mine, 0.1, 0.35, 2.0, 1.0, 20, 100
Fragmentation Grenade, 0.05, 0.22, 2.0, 1.5, 20, 100
Missile Launcher, 0.4, 1.40, 2.0, 1.5, 20, 100
#Gamma Gun, 0.1, 0.35, 2.0, 1.0, 0, 0
#Gauss Rifle, 0.1, 0.35, 2.0, 1.0, 0, 0
#Cryolator, 0.1, 0.35, 2.0, 1.0, 0, 0
Broadsider, 0.1, 0.35, 2.0, 1.0, 20, 100
Fatman, 0.1, 0.35, 2.5, 1.0, 35, 100