KIND Mesh

From TrainzOnline
(Difference between revisions)
Jump to: navigation, search
m (Reverted edits by Pcas1986 (talk) to last revision by Gevrard)
Line 10: Line 10:
 
* [[KIND Product]]
 
* [[KIND Product]]
 
* [[KIND Scenery]]
 
* [[KIND Scenery]]
* [[KIND Track]]
+
* [[KIND Bogey]]
 
+
* [[KIND Interior]]
* ...
+
* [[KIND Pantograph]]
  
  
Line 28: Line 28:
 
  }
 
  }
 
  visibility-radius (varies)
 
  visibility-radius (varies)
 +
maximum-lod-distance 0
  
  
Line 51: Line 52:
 
==enable-pfx-collisions==
 
==enable-pfx-collisions==
 
Bool value, defaults to 1 and is not compulsory. Defines whether or not this mesh object should be used for collision detection against particles (e.g. smoke, steam). Disabling it for objects that are unlikely to interact with particles is a good idea.
 
Bool value, defaults to 1 and is not compulsory. Defines whether or not this mesh object should be used for collision detection against particles (e.g. smoke, steam). Disabling it for objects that are unlikely to interact with particles is a good idea.
 +
 +
==maximum-lod-distance==
 +
If specified, controls the distance (meters) at which the maximum mesh-table LOD is reached. Only valid if a mesh-detail-level-count is specified. If configured greater than the user's current scenery draw distance setting, the draw distance acts as the maximum limit instead.
  
 
=Downloads=
 
=Downloads=

Revision as of 11:40, 9 August 2017

KIND Mesh provides the basis for many mesh-based assets. It may be used to create attachments, and acts as the basis for various standalone mesh-based objects.

This page describes trainz-build 4.1.

Contents

KIND Hierarchy

Parent Classes

Child Classes


Supported Tags

The KIND Mesh config.txt file supports the following tags. Each tag is show here with its default value.

preview-mesh-kuid <NULL>
preview-scale 1.0
mesh-table
{
}
mesh-detail-level-count 1
season-selector
{
}
visibility-radius (varies)
maximum-lod-distance 0


preview-mesh-kuid

An alternative mesh asset to use when representing this asset for in-game 3D asset pickers. If not specified, the game defaults to displaying the asset itself. TBD: Unclear why you'd want to do this for a modern LOD-capable asset.

preview-scale

A scaling factor used to influence the way that this mesh is represented for in-game 3D asset pickers. This can be useful if the default display scale results in the asset being zoomed too far in or out for practical viewing.

mesh-detail-level-count

The "mesh-detail-level-count" tag determines how many mesh-table LODs are supported by this asset. This is used in conjunction with the "lod-level" tag in the "mesh-table" Container but is not related to the LM.txt file format.

mesh-table

The "mesh-table" Container provides details about the meshes which comprise this asset.

season-selector

The "Season-selector" container provides details about the seasons which influence this asset.

visibility-radius

The radius of this mesh (in meters), for visibility and collision purposes. This defaults to a value calculated from the mesh file, however for various reasons including the effects of animation and the use of external render plugins such as SpeedTree, it is sometimes necessary to override the generated value.

enable-pfx-collisions

Bool value, defaults to 1 and is not compulsory. Defines whether or not this mesh object should be used for collision detection against particles (e.g. smoke, steam). Disabling it for objects that are unlikely to interact with particles is a good idea.

maximum-lod-distance

If specified, controls the distance (meters) at which the maximum mesh-table LOD is reached. Only valid if a mesh-detail-level-count is specified. If configured greater than the user's current scenery draw distance setting, the draw distance acts as the maximum limit instead.

Downloads

Attach sample files here


Categories

Personal tools