HowTo/Bogey/mesh-table

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(mesh-table)
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}
 
}
  
A more complex example with LOD (level of detail could look like this
+
A more complex example with LOD (level of detail) could look like this
  
 
mesh-table
 
mesh-table
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}
 
}
  
Each of the level of detail is displayed the further away from the used the mesh is. When you add level of detail (More info to come)
+
Each of the level of detail is displayed the further away from the used the mesh is. When you add level of detail to a mesh several other tags are required.
 +
 
 +
They are :-
 +
 
 +
[[/mesh-detail-level-count/]]
 +
 
 +
 
 +
[[/mesh-table-lod-transition-distances/]]

Revision as of 19:01, 15 February 2022

mesh-table

This tag is compulsory

The mesh-table is a container tag, meaning it is followed by curly brackets. The opening bracket should be on the next line for readability purposes. The closing bracket is best on the next line after the final entry. Again for readability purposes. It can have sub container tags. I will try and explain these. Clicking on each tag will take you to further information on that tag

For a scenery asset a mesh table may look like this.


mesh-table

{

default
 {
  mesh    "bogey.trainzmesh"
  auto-create  1
 }
 shadow
  {
  mesh   "bogey_shadow.trainmesh"

}

A more complex example with LOD (level of detail) could look like this

mesh-table {

lod-0

{
  mesh    "bogey_lod0.trainzmesh"
  auto-create  1
}

lod-1

{
 mesh    "bogey_lod1.trainzmesh"
 auto-create  1
}

}

Each of the level of detail is displayed the further away from the used the mesh is. When you add level of detail to a mesh several other tags are required.

They are :-

mesh-detail-level-count


mesh-table-lod-transition-distances

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