Visible Level of Detail Meshes Group
Auto Generate LODs:
When checked, creates lower detail versions of your first
visible mesh to switch to at further distances.
Min # of LODs: Specifies the minimum
number of models to generate for LOD switching.
Add LOD: Adds a scene geometry object
to the list of LOD meshes. The first mesh in the list will
be visible closest to the camera where as the last mesh in
the list will be visible furthest from the camera in game.
Remove: Removes the selected LOD mesh
entry from the listbox.
Collision Mesh Group
Low Detail: Pickbutton
designation of a collision mesh used for low detail collision
tests. (Terrain geometry)
High Detail:
Pickbutton designation of a collision mesh used in game for
high detail collision tests. (Other objects, bullets etc..)
BSP Optimization: Use
this setting checked to optimize collision mesh performance
of larger models. A binary space partition tree will be generated
that allows only near parts of the model to be tested for
hits rather than the entire model.
Force MatID: Uncheck
this to use the existing material ID values set on the collision
mesh object faces. Leave checked if you wish to use the MatID
override value below.
Drop Down list: Select
a pre-defined material ID value by name from this list.
Material ID spinner:
Sets the material ID value to use for the entire hitbox mesh.
These values are used for different armor types and different
effects. Only active if Force MatID is checked.
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More Options
Group Lightmapped:
Allows the exported geometry to make use of lightmaps. (Tip:
A lightmapped model will have more hard edges between adjoining
faces.)
Simple Shader: When checked advanced
material settings are ignored except the texture file name.
When unchecked, 2-sided, specular color, diffuse color, and
more options may be used.
Scale: Adjusts the size of the
exported model.
Custom BBox: Pickbutton designation
of a custom bounding box scene object. The bounding box is
used to determine clipping distances of objects visible mesh
as well as physics balancing. You may use any object in the
scene as the custom bounding box.
Shadow Mesh: Pickbutton designation
of a scene geometry to be used in casting real-time 3d shadows
onto the terrain. Used for vehicle parts.
Note: Player model shadows are generated from the visible
model.
Export: Saves the .sm and .rs
files, prompting for the name and location first.
Go to
Standard
Mesh Import, Treemesh
Export, Animation
Import/Export, Skeleton
and Skin Import/Export,
Sound
Script Editor, Menu
Editor, Main
Tools Page
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