"mesh-table" container
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The mesh-table is a list of mesh subcontainers with no standalone tags. Each mesh subcontainer uses the following format. Tags are parsed in a standardised format, but not all [[Content_Configuration#Content_Types|Content Types]] support the full range of tags listed below. Each mesh derives its name from the subcontainer's tag name. These names are used to refer to specific meshes from within the mesh-table and also from script. | The mesh-table is a list of mesh subcontainers with no standalone tags. Each mesh subcontainer uses the following format. Tags are parsed in a standardised format, but not all [[Content_Configuration#Content_Types|Content Types]] support the full range of tags listed below. Each mesh derives its name from the subcontainer's tag name. These names are used to refer to specific meshes from within the mesh-table and also from script. | ||
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==Known Dependent Parent Types== | ==Known Dependent Parent Types== |
Revision as of 16:15, 27 March 2015
KIND Hierarchy
The "mesh-table" container is a top-level config.txt file entry used by various Content Types.
The mesh-table is a list of mesh subcontainers with no standalone tags. Each mesh subcontainer uses the following format. Tags are parsed in a standardised format, but not all Content Types support the full range of tags listed below. Each mesh derives its name from the subcontainer's tag name. These names are used to refer to specific meshes from within the mesh-table and also from script.
This page describes trainz-build 4.1.
Known Dependent Parent Types
- Main article, see: KIND Mesh
The Content Types listed here use the mesh-table container as part of their definition.
The following config containers also reference back to their Asset's mesh-table container in some fashion:
See also
• Modeling Guidelines • Modeling Scenery
Level of Detail (LOD)
For discussions of LOD see Level_of_Detail, LOD_Example and LM.txt_file
Mesh subcontainer
Each mesh subcontainer supports the following tags. Each tag is shown here with its default value.∅
mesh-asset <NULLKUID> mesh "" anim "" lod-level 255 mesh-season 255 att "" att-parent "" opacity 1.0 position 0,0,0 orientation 0,0,0 auto-create 0 use-parent-bounds 0 should-respond-to-clicks 1 animation-loop-speed 0 critical-animation 1 effects { } night-mesh-base ""
* The att-parent defaults to "default" which is the parent mesh. The att-parent tag can include a path.
Supported Tags
Each mesh subcontainer supports the following tags.
anim
- Type: File
- Default: ""
- Compulsory: No
- Desc: The animation file (.kin) exported from the 3D modelling tool and/or TrainzMeshImporter. This may include a sub-path.
animation-loop-speed
- Type: Float
- Default: 0
- Compulsory: No
- Desc: This tag must be present if the asset is to animate when placed. If this tag is not present when placed the animation will not play by default, but may play if controlled by script. A different value (e.g. 0.5, 2.0) may be used in the tag to play the animation at a different speed from that created in the 3D modelling tool.
att
- Type: Attachment point
- Default: ""
- Compulsory: No
- Desc: The mesh (and animation if present) is inserted at a mesh attachment point rather than the origin (without this line the mesh is placed relative to the origin of the parent model).
att-parent
- Type: Mesh name
- Default: Defaults to "default" which is the parent mesh
- Compulsory: No
- Desc: The tag tells Trainz in which mesh the attachment point is located. The insertion attachment point is located within the mesh ‘name’ , as listed in the config.txt.
auto-create
- Type: Bool
- Default: 0
- Compulsory No
- Desc: The model is generated automatically when placed, or when you load a map which includes the model. In some instances you don’t want the mesh visible (as this may be controlled through script). If auto-create is 0 the mesh will not be visible when placed.
collision-data-generation-mode
- Type: Collision mode
- Default: "default"
- Compulsory No
- Desc: Determines the method to use to generate collision data for this mesh. Collision data is used to select and move the asset in surveyor, and for physics simulation when necessary.
- Supported collision data generation modes:
- "default" - use game's default value (in general "collated", but can vary in specific cases)
- "disabled" - completely discard this sub-mesh for collision data generation purposes. Causes the sub-mesh to be fully ignored for asset picking and physics simulation.
- "collated" - the geometry of this sub-mesh will be added to that of the other sub-meshes selecting this option (within the asset), and one collision object will be generated for the resulting conglomerate.
- "separate-shape-convex-hull" - this sub-mesh will generate its own individual collision object, as a convex hull.
- "separate-shape-triangle-mesh" - this sub-mesh will generate its own individual collision object, as a triangle mesh. This is the most accurate option but also the most costly in terms of performance, only use when specifically needed.
critical-animation
- Type: Bool
- Default: 1 (TBD: surely this should be false (0))
- Compulsory: No
- Desc: "critical-animation" indicates that this mesh's animation generates events which are critical to the script system's behavior. If your asset is not scripted, does not use scripted animation events, or only uses the events for display purposes and will not break if the occasional event is missed, this tag should be set to false (0). Leaving this flag set to true (1) is a significant performance penalty.
custom-render-plugin
- Type: KUID
- Default: ""
- Compulsory: No
- Desc: TBD
effects
- Type: Corona Effect | Name Effect | Attachment Effect | Animation Effect | Texture-Replacement Effect
- Default {}
- Compulsory: No
- Desc: The effects container can contain a list of effect subcontainers. The effect subcontainers support the following generic tags.
- kind ""
- name ""
- Each effect subcontainer supports additional tags depending on the effect kind. The following effect kinds are supported:
light
- Type: Bool
- Default: True(1)
- Compulsory: No
- Desc: If true, this tag causes the non-stitched mesh to be linked into the Trainz lighting model. This causes the mesh to respond to directional lighting changes, such as the angle of the sun or train headlights. This is also necessary for normal maps to work correctly. Zeroing this tag will remove the mesh from the Trainz lighting model. Generally speaking, you should never zero this tag- almost every effect that can be achieved through this approach can be better served by using an appropriate normal map or appropriate geometry detail.
- This tag has no effect on stitched meshes, which are always affected by the Trainz lighting. Since the content creator has no direct influence over which meshes are subject to Mesh Stitching, and all indirect influences are subject to change between Trainz editions, it is strongly recommended that this tag is avoided to ensure that results are consistent.
lod-level
- Type: Int (0-8)
- Default: 255
- Compulsory: No
- Desc: The object LOD level at which this mesh is displayed. The default value (255) indicates that this mesh is visible at all detail levels. See also KIND Mesh for the 'mesh-detail-level' tag.
mesh
- Type: Mesh name
- Default: "" (will raise error if null)
- Compulsory: Yes (3.4)
- Desc: The ‘main’ mesh name. This may include a sub-path. ie: mesh nightwindows/nightwindows.im, where the file nightwindows.im has been placed in the subdirectory nightwindows. Use .im files or reference an LM.txt_file file if you wish your asset to have ‘Level of Detail’ mesh reduction.
- The mesh name can also refer to an IM file in a mesh asset library if the mesh-asset tag is specified.
mesh-asset
- Type: KUID
- Default: <NULLKUID>
- Compulsory: No
- Desc: Specifies a mesh asset library to be used in conjunction with the 'mesh' tag. The mesh name specified in the 'mesh' tag must be located in this asset as Content Manager not check for the existence of the mesh. If the mesh is not located in the root folder of the mesh asset then include the path as part of the mesh name in the 'mesh' tag.
mesh-scale
- Type: Floatlist
- Default: 0,0,0
- Compulsory: No
- Desc: This tag defines a minimum and maximum scaling value for the mesh, where 1.0 is the size as modelled. Each instance of the mesh that exists in the world will randomise within this range. Randomisation will not change between runs or between Trainz editions, but may change based on factors such as the position of the mesh in the world. This tag is currently only supported on SpeedTree assets; attempts to use this tag on other assets results in undefined behaviour.
mesh-season
- Type: Int (0-250)
- Default: 255
- Compulsory: No
- Desc: The season index for which this mesh is displayed. The default value (255) indicates that this mesh is visible in all seasons. See also "Season-selector" container.
night-mesh-base
- Type: Mesh name
- Default: ""
- Compulsory: No
- Desc: This night mesh is linked to the specified mesh and is visible only at night. It is invisible if the specified mesh is invisible, (if the auto-create 0 line were used so the specified mesh can be controlled by script).
opacity
- Type: Float (0.0 - 1.0)(See below)
- Default: 1.0
- Compulsory: No
- Desc: Specifies the overall transparency of the mesh. Values other than 0.0 or 1.0 employ alpha blending and a value of 0.0 has the same effect as hiding the mesh. Note that this tag is buggy in TS2009 prior to SP4.
orientation
- Type: Floatlist (radians)
- Default: 0,0,0
- Compulsory: No
- Desc: Orientation of X,Y,Z axes. Allows a submesh to be rotated relative to its insertion point. To reverse a mesh by 180 degrees about the Z axis, add the tag: orientation 0,0,3.14159
position
- Type: Floatlist (metres)
- Default: 0,0,0
- Compulsory: No
- Desc: Position of the mesh using X,Y,Z axes relative to its insertion point.
radius
- Type: Float
- Default: TBD
- Compulsory: No
- Desc: TBD (should this be in "mesh-table"_container_(interior_version)?)
should-respond-to-clicks
- Type: Bool
- Default: True(1)
- Compulsory: No
- Desc: If set to false (0) on a mesh that is part of an asset, it will remove that mesh from the calculation of the 'bounding box' that will be used to check whether the user clicked on that particular asset. This is useful for light ray effects or animations which are significantly outside the normal bounding volume, and may cause movement to focus on the wrong asset. For instance, a traincar may need a mesh marked with should-respond-to-clicks set to false in order to ensure that the click is detected for the correct traincar when it is part of a consist. First introduced with TS12 SP1 HF4 (build 61388). Default value (True) is the prior behaviour (the mesh will be considered part of the bounding box for the purpose of registering clicks).
test-collisions
- Type: Bool
- Default: TBD
- Compulsory: No
- Desc: TBD (should this be in "mesh-table"_container_(interior_version)?)
use-parent-bounds
- Type: Bool
- Default: False(0)
- Compulsory: No
- Desc: When enabled, this tag indicates that render culling should occur using the whole object's bounding box rather than this mesh's bounding box. Bounding boxes on individual meshes may not update correctly when animation moves the object's geometry any significant distance from the bind position. This flag can help mitigate such effects, at a tiny performance penalty.
Mesh-Table Example
The following is an example of a simple mesh-table which implements two levels of detail.
mesh-table { default-lod0 { mesh "example-lod0.im" auto-create 1 lod-level 0 } default-lod1 { mesh "example-lod1.im" auto-create 1 lod-level 1 } }