KIND Mesh
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Revision as of 12:48, 27 July 2013
KIND Mesh provides the basis for many mesh-based assets. It may be used to create attachments, or derived∅ as the basis for various standalone mesh-based objects.
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)
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.
Downloads
Attach sample files here