Placeable information is stored in an individual blueprint/instance however these will reference a line in placeables.2da as it's appearance reference (and also deals with the sounds and bodybag of the appearance).#
|Column||Example Contents||Valid Values||Description and Notes|
|Label||"new:Gem, Diamond"||Text||Human readable label. The label must be a continuous line of text - e.g. BrokenTable - unless bracketed by quotation marks - e.g. "Table, Broken".|
|StrRef||111344||dialog.tlk string reference ID||Shown in toolset as the appearance name. If this is "****", then the Label will be the name that appears in the toolset.|
|ModelName||it_midmisc_151||Resref of model||Model that is shown in toolset and in game for this appearance.|
|LightColor||6||Index into lightcolor.2da|
If ****, then do not spawn in a light.
Otherwise, spawn in "fx_placeable01.mdl" as a light source, and set its colors as specified in lightcolor.2da.
Note the default fx_placeable01.mdl file has an annoying (or very 2000's style) "camera flare"; see discussion here. You can remove it yourself from the model to clear it out or blank the "flare" texture (which is fxpa_flare).
Note that there is also fx_flame01.mdl commonly referenced in other models that also has fxpa_flare.
It is not recommended to remove fxpa_flare texture itself - several creatures reference it for their visual effects, such as Fire Elementals having fiery sparks coming off them. The list of models using the texture is available here.
|LightOffsetX||0.003989||X vector||Offset in meters by which the light model's "root" node should be moved after it has been spawned. Spawn in the light at the same location as the placeable.|
|SoundAppType||21||Index into placeableobjsnds.2da||Sounds when hit, opening, destroyed etc.|
**** (no shadow cast)
When the Shadows setting is set to "Fast" it uses this to determine the basic shadow size to cast. Seems to be size in meters probably needs testing some more however.
Most objects just set it to 1, and **** if there is no shadow (eg; underwater objects, or see through objects).
|BodyBag||0||Index into bodybag.2da||Spawned if there were items left in the placeable when it was destroyed|
|LowGore||PLC_P04||Resref of model||ResRef of alternate MDL to use if the one listed under ModelName is too violent for the current violence settings in the game.|
Or an environment map resref
**** = alpha channel is transparency
default = alpha channel is reflectiveness - uses the value in the SET file for the area you're currently in
The column can otherwise accept any other reflection map resref. There are a few, like the Gygax stuff, which use DLA's custom reflection map (dlag__ref01). Golden/shiny objects seem to use PLC_G_ENV as well.
1 Allow Static option
0 Disable Static option
|If set to 0 will disable the Static tickbox in the toolset for this appearance. This was to fix the fact certain skinmesh based placeables will crash the game if loaded in as a static one (eg: plc_fish01.mdl or pwc_sieg_001.mdl). You can still have a placeable set to plot and unusable to get a similar effect (just they'll fade out at 45M).|