Using Different Meshes For Multiple/Stack Items?

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SatoriLotus
Posts: 27
Joined: 22 Jun 2017, 16:03

Using Different Meshes For Multiple/Stack Items?

Post by SatoriLotus »

Sorry about the title, I have no idea how to phrase that.


So just to explain what I mean:

Gold looks like this in the CS:

Gold_001
Gold_005
Gold_010
Gold_025
Gold_100

Each entry has a different NIF with matching amounts of stacked gold.


My question is, how does the engine utilize this? Is it based on hard code and limited to gold only? Or will adding in numerical values for any item have the same effect? Is it limited to those values?

So could I add: Gold_050 a with new 50-stack nif and it work?

Or for instance, could take ingred_emerald_01 and make it:
ingred_emerald_01_001
ingred_emerald_01_005

with the second being a bag mesh or whatever else?
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Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: Using Different Meshes For Multiple/Stack Items?

Post by Capostrophic »

It's only the gold.
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akortunov
Posts: 899
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Using Different Meshes For Multiple/Stack Items?

Post by akortunov »

So could I add: Gold_050 a with new 50-stack nif and it work?
No, you will need to patch an engine for that. You can use only these IDs:

Gold_001
Gold_005
Gold_010
Gold_025
Gold_100

These IDs are hardcoded on engine level (here).
SatoriLotus
Posts: 27
Joined: 22 Jun 2017, 16:03

Re: Using Different Meshes For Multiple/Stack Items?

Post by SatoriLotus »

Thanks, I'll be sure to leave that naming structure alone then.

Could I possibly make this a feature request?

It seems like it'd be a limiting factor for a lot of people wanting to make standalone games in the future.
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Thunderforge
Posts: 503
Joined: 06 Jun 2017, 05:57

Re: Using Different Meshes For Multiple/Stack Items?

Post by Thunderforge »

SatoriLotus wrote: 24 Aug 2017, 19:32 Could I possibly make this a feature request?
Absolutely! Although given that it doesn't directly help support Morrowind, it probably won't get implemented until after 1.0. Still, having a request for it means that it's on people's radars and will get implemented at some point.
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