Aurora Trimesh

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Aurora Trimesh (Modifier)

This modifier holds all the info for a mesh object. It can be applied to any geometry object, like EditableMesh or EditablePoly. Some of it's properties are animateable.

Image:Nwmax doc mod trimesh.png
  • The top button shows the material (texture) name of the currently selected object. By pressing this button all objects in the scene using the same texture will be selected (including hidden objects) .
  • The button below this shows the parent's name of the selected object. By pressing this, the parent will be selected.
  • RENDER - if this is checked, the object can be seen ingame.
  • SHADOW - if checked, the object will cast a shadow. If unchecked, it won't.
  • ROTATE TEX(ture) - this will make the texture used on this object orient a fixed direction ingame, it's commonly used on tiles ground meshes to prevent visible texture seams which occur even if the texture used is seamless.
  • BEAMING - this will make the object cast a beam (you have seen the effect in the forest tileset). Note that the effect only works correctly with tilemodels.
  • INHERIT COLOR (quoting Bio:) We don't use this - It's for when an object can be tinted to the same object tint that it's parent has.

Fading Tile Properties

The fade properties define which and how objects get faded out when the view on the character is blocked by geometry. This is most commonly known through the extensive use in the city tileset. While it's thought to be used on tile models, it will also work on other objects like placeables. Here is what each fade property does:

  • NO FADE - object has no fade property
  • FADEABLE - object will fade away
  • NEIGHBOR - (quoting Bio:) When two tiles are next to each other, and have parts that are high that are connected across the tile boundary (mostly for groups), they have to have polygons so that you can't see into the neighboring tile. So we build black polygons facing outward for each tile on tile edges with the flag "Neighbor".
  • BASE - denotes a cap ( the black you usually see when something fades away)


  • SCALE FACTOR (animateable) - as NWN doesn't accept scale transforms, this is the only way to do an ingame scaling.
  • TRANSPARENCY HINT - As transparencies can be extremely costly to calculate from alpha values on a texture, we can give the engine priority values on transparent objects to let it know which are more important. If an object has a transparency hint of 1, then it will be rendered after a transparent object that has a value of 0. This does not take into consideration dynamic objects, it's really only good for static objects.
  • ALPHA (animateable) - A general alpha level for an object. 1 is opaque, 0 is completely transparent.
  • SELF ILLUMINATION (animateable) - allows the object to have colored illumination. The button below this will get the color from the wirecolor of the object.
  • Material Properties (ambient, diffuse, specular, shininess)
    if enabled, the exporter will ignore material settings of the texture used on this object and intead use the ones given in the modifier. The settings are the same as used in the standard material editor.


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