NIF File Format Documentation

NIF Objects | Compound Types | Enum Types | Basic Types | File Versions

Enum Data Types

Name Description
ForceType The type of force? May be more valid values.
CollisionMode
DeactivatorType
hkResponseType
TexTransform Determines how a NiTextureTransformController animates the UV coordinates.
HavokMaterial A material, used by havok shape objects.
EndianType
VelocityType Controls the way the a particle mesh emitter determines the starting speed and direction of the particles that are emitted.
DataStreamUsage Determines how a data stream is used?
StencilCompareMode This enum contains the options for doing stencil buffer tests.
TexFilterMode Specifies the availiable texture filter modes. That is, the way pixels within a texture are blended together when textures are displayed on the screen at a size other than their original dimentions.
SymmetryType Determines symetry type used by NiPSysBombModifier.
LightMode An unsigned 32-bit integer, describing how vertex colors influence lighting.
MipMapFormat An unsigned 32-bit integer, describing how mipmaps are handled in a texture.
StencilAction This enum defines the various actions used in conjunction with the stencil buffer.
For a detailed description of the individual options please refer to the OpenGL docs.
SyncPoint Specifies the time when an application must syncronize for some reason.
BSDismemberBodyPartType
ChannelType
OblivionLayer Sets mesh color in Oblivion Construction Set. Anything higher than 57 is also null.
PSLoopBehavior
SolverDeactivation A list of possible solver deactivation settings. This value defines how the
solver deactivates objects. The solver works on a per object basis.
Note: Solver deactivation does not save CPU, but reduces creeping of
movable objects in a pile quite dramatically.
MeshPrimitiveType Describes the type of primitives stored in a mesh object.
FaceDrawMode This enum lists the different face culling options.
AlphaFormat An unsigned 32-bit integer, describing how transparency is handled in a texture.
BoundVolumeType
EffectType The type of information that's store in a texture used by a NiTextureEffect.
KeyType The type of animation interpolation (blending) that will be used on the associated key frames.
VertMode An unsigned 32-bit integer, which describes how to apply vertex colors.
SortingMode
CoordGenType Determines the way that UV texture coordinates are generated.
BSShaderType The type of animation interpolation (blending) that will be used on the associated key frames.
ApplyMode An unsigned 32-bit integer, describing the apply mode of a texture.
MotionSystem The motion system. 4 (Box) is used for everything movable. 7 (Keyframed) is used on statics and animated stuff.
BillboardMode Determines the way the billboard will react to the camera.
ZCompareMode This enum contains the options for doing z buffer tests.
TargetColor Used by NiPoint3InterpControllers to select which type of color in the controlled object that will be animated.
TexType The type of texture.
ChannelConvention
ImageType Determines how the raw image data is stored in NiRawImageData.
PixelLayout An unsigned 32-bit integer, describing the color depth of a texture.
ConsistencyType Used by NiGeometryData to control the volatility of the mesh. While they appear to be flags they behave as an enum.
TexClampMode Specifies the availiable texture clamp modes. That is, the behavior of pixels outside the range of the texture.
ComponentFormat The data format of components.
MotionQuality The motion type. Determines quality of motion?
CloningBehavior Sets how objects are to be cloned.
PropagationMode
PixelFormat Specifies the pixel format used by the NiPixelData object to store a texture.
CycleType The animation cyle behavior.
FieldType The force field's type.
DecayType Determines decay function. Used by NiPSysBombModifier.
EmitFrom Controls which parts of the mesh that the particles are emitted from.
BSShaderFlags Shader Property Flags
DataStreamAccess Determines how the data stream is accessed?
BSPartFlag Editor flags for the Body Partitions.