Standard
Mesh Export

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.
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.
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