Difference between revisions of "Static"
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imported>Thynar |
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**'''Has Tree LOD:''' | **'''Has Tree LOD:''' | ||
**'''Never Fades:''' Instances of this object will ignore distance fade settings, thus always being displayed. | **'''Never Fades:''' Instances of this object will ignore distance fade settings, thus always being displayed. | ||
**'''Is Marker:''' References of this object are invisible in-game, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader. | **'''Is Marker:''' References of this object are invisible in-game, are unable to be scaled down and are restricted to being 1.0000, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader. | ||
*'''Model:''' The model for the object. | *'''Model:''' The model for the object. | ||
*'''NavMesh Generation Import Option:''' Filter or use the bounding box of a static object for NavMesh generation. | *'''NavMesh Generation Import Option:''' Filter or use the bounding box of a static object for NavMesh generation. |
Revision as of 21:09, 23 March 2015
Static Dialog Window
- ID: Editor ID.
- Flags:
- Has Distant LOD: Check if this object should be visible in LOD beyond the 5x5 loaded area. You must specify LOD meshes if this is checked.
- Specify Distant LOD Meshes... Opens a new dialog to let you pick LOD meshes for an object.
- Has Platform/Language Specific Textures:
- On Local Map: Will appear on the player's local map.
- Has Tree LOD:
- Never Fades: Instances of this object will ignore distance fade settings, thus always being displayed.
- Is Marker: References of this object are invisible in-game, are unable to be scaled down and are restricted to being 1.0000, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader.
- Model: The model for the object.
- NavMesh Generation Import Option: Filter or use the bounding box of a static object for NavMesh generation.
- Collision Geometry: Generation will use the object’s havok geometry.
- Bounding Box: During generation the object’s bounding box will be imported instead of their havok geometry.
- Filter: The object will not be imported or used for generation.