Difference between revisions of "Static"
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*'''Flags:''' | *'''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. | **'''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 | **'''Specify Distant LOD Meshes:''' Opens a [[Distant LOD Meshes Dialog|new dialog]] to let you pick LOD meshes for an object. | ||
**'''Show in World Map (ref must be in sky cell) | **'''Show in World Map (ref must be in sky cell):''' Specifies that object must show it's LOD model in the world map at all times. | ||
**'''Has Platform/Language Specific Textures:''' | **'''Has Platform/Language Specific Textures:''' | ||
**'''On Local Map:''' Will appear on the player's local map. | **'''On Local Map:''' Will appear on the player's local map. |
Revision as of 20:22, 10 September 2016
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.
- Show in World Map (ref must be in sky cell): Specifies that object must show it's LOD model in the world map at all times.
- 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.