StaticMesh

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.

Field Descriptions

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

Level of detail of collision test
 
0 - no collision test
1 - StaticMesh AABB - colliding actor AABB
2 - StaticMesh AABB - colliding actor AABB + StaticMesh face - colliding actor OBB
3 - StaticMesh face - colliding actor OBB (skipping bounding box test)
4 - StaticMesh face - ray starting from the position of the colliding actor

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
Level of detail of visibility test
 
0 - no visibility test
1 - is the StaticMesh's AABB visible?
2 - check each poly for visibility (slow)
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).