# Assets Tables¶

## Sounds¶

Sounds are Sound Files wrapped by OpenMW, allowing you to adjust how they behave once they are played in-game. They are used for many audio events including spells, NPCs commenting, environment ambients, doors, UI events, when moving items in the inventory, and so on.

Volume
More is louder, less is quieter. Maximum is 255.
Min Range
When the player is within Min Range distance from the Sound, the Volume will always be at its maximum defined value.
Max Range
When the player is beyond Max Range distance from the Sound, the volume will fade to 0.
Sound File
Source sound file on the hard-drive that holds all the actual audio information. All available records are visible in the Sound Files table.

## Sound Generators¶

Sound generators are a way to play Sounds driven by animation events. Animated creatures or NPCs always require to be paired with a corresponding textkeys file. This textkeys file defines the extents of each animation, and relevant in this case, events and triggers occuring at particular animation frames.

For example, a typical textkey entry intended for a Sound Generator would be named SoundGen: Left and be hand placed by an animator whenever the left leg of the creature touches the ground. In OpenMW-CS, the appropriate Sound Generator of an appropriate type would then be connected to the animated creature. In this case the type would be Left Foot. Once in-game, OpenMW will play the sound whenever its textkey occurs in the currently playing animation.

Creature
Which creature uses this effect.
Sound
Which record of the Sound type is used as the audio source
Sound Generator Type

Type of the sound generator that is matched to corresponding textkeys.

• Land
• Left Foot
• Moan
• Right Foot
• Roar
• Scream
• Swim Left
• Swim Right

## Meshes¶

Meshes are 3D assets that need to be assigned to objects to render them in the game world. Entries in this table are based on contents of data/meshes folder and cannot be edited from OpenMW-CS.

## Icons¶

Icons are images used in the user interface to represent inventory items, spells, and attributes. They can be assigned to relevant records through other dialogues in the editor. Entries in this table are based on contents of data/icons folder and cannot be edited from OpenMW-CS.

## Music Files¶

Music is played in the background during the game and at special events such as intro, death, or level up. Entries in this table are based on contents of data/music folder and cannot be edited from OpenMW-CS.

## Sound Files¶

Sound files are the source audio files on the hard-drive and are used by other records related to sound. Entries in this table are based on contents of data/sounds folder and cannot be edited from OpenMW-CS.

## Textures¶

Textures are images used by 3D objects, particle effects, weather system, user interface and more. Definitions which mesh uses which texture are included in the mesh files and cannot be assigned through the editor. To use a texture to paint the terrain, a separate entry is needed in the Land Textures table. Entries in this table are based on contents of data/textures folder and cannot be edited from OpenMW-CS.

## Videos¶

Videos can be shown at various points in the game, depending on where they are called. Entries in this table are based on contents of data/videos folder and cannot be edited from OpenMW-CS.