The StaticMesh entity is another possibility to place an actor in the level. It combines the advantages of level geometry (per poly collision) with features of actor rendering (complex geometry, LOD, smooth lighting, uv texturing) but also has some disadvantages (no animations, no bumpmapping support yet). As an example it can be used to place a terrain in your level.
The fields for the StaticMesh entity are:
Field |
Description |
---|---|
ActorRotation |
Rotation needed to properly orient actor in game |
Alpha | Transparency |
AmbientColor |
Color of actor ambient lighting |
Backfaced | If true, backfaces are rendered |
BoneName |
Name of actor bone to attach to |
ColCheckLevel |
|
CompLight |
Compute Lighting for the actor |
CompLightSmooth |
if true, do per vertex lighting else lighing is done per face |
CompSunLight |
Compute Lighting from SunLight entity |
EntityName | Name of entity to attach to |
FillColor |
Color of actor fill lighting |
Model |
Name of model to attach to |
Scale |
Number to scale actor by |
StaticShadowCaster |
If CompLight is true, cast a static shadow on other StaticMesh entities |
szActorFile |
Actor file to load for this proxy |
szEntityName |
Name of entity, used in scripting and triggers |
UseFillColor |
whether to use the FillColor value or not |
VisCheckLevel |
|
ZSort | Do depth sorting of polygons (for transparent actors) |
NOTE: Per poly collision uses up quite a lot of processor resources, so the framerate may go down when using actors with high polycount. To avoid this, split up the actor into several low poly actors and always let the engine perform a bounding box collision first (ColCheckLevel 2).