========================
Placeables.2da Definition
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Purpose: To help you figure out what placeables.2Da is.


Modification history:
Kristen Wong - 3/21/07 - created
ChazM - 6/1/07 - Added SoundAppType info


 Column  Column Name	 
+-------+---------------
|A	|2DA
+-------+---------------
Numerical list of the items we have.

+-------+---------------
|B	|Label
+-------+---------------
What the placeable is named in the Toolset.

+-------+---------------
|C	|StrRef
+-------+---------------
?

+-------+---------------
|D	|PlaceableModelType
+-------+---------------
The number '2' represents whether or not the placeable has an animation attached.

+-------+---------------
|E	|Fade
+-------+---------------
?

+-------+---------------
|F	|NWN2_ModelName
+-------+---------------
Name of the placeable/file in 3DSMax.  


+-------+---------------
|G	|NWN2_LowGore
+-------+---------------
?


+-------+---------------
|H	|NWN2_PartsCount
+-------+---------------
?

+-------+---------------
|I	|NWN2_Skeleton
+-------+---------------
This is the name of the skeleton that was setup for an animation on a placeable.  (For example the building with a weathervane on the roof swaying in the wind, or a trunk that opens--these objects will have a skeleton named in this column).  The animation files are set-up in 3DSMax, and then exported.

+-------+---------------
|J	|AttachedModelName
+-------+---------------
The name of the extra pieces of animation attached to the skeleton.  (When there is an animation attached to a placeable, there will be a base/skeleton piece that goes in Column I (Ex: "PLC_MC_GALLOW3"), and a second piece ("PLC_MC_GALLOW3_01") named in 3DsMax, that will go in Column J.  If there are more than 2 pieces (for instance there's a "PLC_MC_GALLOW3_02", "PLC_MC_GALLOW3_03", etc.), double question marks will replace the name extensions instead so it will look like, "PLC_MC_GALLOW3_??" in this column.

+-------+---------------
|K	|DefaultDoor
+-------+---------------
Name of the door that appears on a placeable building when user sets one down in the Toolset.

+-------+---------------
|L	|DefaultAccessory
+-------+---------------
?

+-------+---------------
|M	|IsAccessory
+-------+---------------
?

+-------+---------------
|N	|ModelName
+-------+---------------	
?

+-------+---------------
|O	|LightColor
+-------+---------------
?

+-------+---------------
|P	|LightOffsetX
+-------+---------------
?

+-------+---------------
|Q	|LightOffsetY
+-------+---------------
?

+-------+---------------
|R	|LightOffsetZ
+-------+---------------
?

+-------+---------------
|S	|SoundAppType
+-------+---------------
This is a reference to placeableobjsnds.2da, which defines a "placeable sound set" consisting of entries for sound to play on opened, closed, etc.
The defualt row, row 0 is the row for a medium wood chest, so that is the sound set that will play if this entry is left as "****"

+-------+---------------
|T	|ShadowSize
+-------+---------------
?

+-------+---------------
|U	|BodyBag
+-------+---------------
?

+-------+---------------
|V	|LowGore
+-------+---------------
?

+-------+---------------
|W	|Reflection
+-------+---------------
?

+-------+---------------
|X	|InterfacePT
+-------+---------------
?

+-------+---------------
|Y	|BlockLOS
+-------+---------------
?

+-------+---------------
|Z	|SELECTION_SIZE
+-------+---------------
?










