KIND Mesh
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* [[KIND Product]] | * [[KIND Product]] | ||
* [[KIND Scenery]] | * [[KIND Scenery]] | ||
− | * [[KIND | + | * [[KIND Bogey]] |
− | + | * [[KIND Interior]] | |
− | * | + | * [[KIND Pantograph]] |
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} | } | ||
visibility-radius (varies) | visibility-radius (varies) | ||
+ | maximum-lod-distance 0 | ||
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==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