Torque 3D - Script Manual: fxShapeReplicatedStatic Class Reference

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fxShapeReplicatedStatic Class Reference
[Foliage]

The object definition for shapes that will be replicated across an area using an fxShapeReplicator. More...

Inheritance diagram for fxShapeReplicatedStatic:

List of all members.

Public Attributes

Collision

bool allowPlayerStep
 Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).
TSMeshType collisionType
 The type of mesh data to use for collision queries.
TSMeshType decalType
 The type of mesh data used to clip decal polygons against.
Debug

int forceDetail
 Forces rendering to a particular detail level.
float renderNormals
 Debug rendering mode shows the normals for each point in the TSStatic's mesh.
Rendering

bool meshCulling
 Enables detailed culling of meshes within the TSStatic. Should only be used with large complex shapes like buildings which contain many submeshes.
bool originSort
 Enables translucent sorting of the TSStatic by its origin instead of the bounds.
bool playAmbient
 Enables automatic playing of the animation sequence named "ambient" (if it exists) when the TSStatic is loaded.
Media

filename shapeName
 Path and filename of the model file (.DTS, .DAE) to use for this TSStatic.
string skin
 The skin applied to the shape.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.

Detailed Description

The object definition for shapes that will be replicated across an area using an fxShapeReplicator.


Member Data Documentation

Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).

When set to false, the slightest bump will stop the player from walking on top of the object.

The type of mesh data to use for collision queries.

The type of mesh data used to clip decal polygons against.

Forces rendering to a particular detail level.

Enables detailed culling of meshes within the TSStatic. Should only be used with large complex shapes like buildings which contain many submeshes.

Enables translucent sorting of the TSStatic by its origin instead of the bounds.

Enables automatic playing of the animation sequence named "ambient" (if it exists) when the TSStatic is loaded.

Debug rendering mode shows the normals for each point in the TSStatic's mesh.

Path and filename of the model file (.DTS, .DAE) to use for this TSStatic.

The skin applied to the shape.

'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model.

Any material targets that start with the old skin name have that part of the name replaced with the new skin name. The initial old skin name is "base". For example, if a new skin of "blue" was applied to a model that had material targets base_body and face, the new targets would be blue_body and face. Note that face was not renamed since it did not start with the old skin name of "base".

To support models that do not use the default "base" naming convention, you can also specify the part of the name to replace in the skin field itself. For example, if a model had a material target called shapemat, we could apply a new skin "shape=blue", and the material target would be renamed to bluemat (note "shape" has been replaced with "blue").

Multiple skin updates can also be applied at the same time by separating them with a semicolon. For example: "base=blue;face=happy_face".

Material targets are only renamed if an existing Material maps to that name, or if there is a diffuse texture in the model folder with the same name as the new target.



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