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Game Model (Effects)

Baramanga edited this page Apr 25, 2023 · 2 revisions

This component displays a model; it's similar to model, but this one is more complex. Game models are used for editor backgrounds, for example.

Keyword: model

Attributes

name <resourceID> -message <id> -overrideSet <int> -noAttachments

The name of the .prop file that contains the model.


size <float> -fixed

The scale factor of the model, 1.0 by default.


color <colorRGB>

A tint color applied to the model material; by default it's white (which means no tinting).


alpha <float>

The opacity of the model, with 0.0 being completely transparent and 1.0 being completely opaque.


world <id>

The ID of the model world that the model will be living in. Model worlds are used to draw batches of models at the same time; to keep it simple, we could say that models in a world have no idea about and cannot interact with models from another world. If not specified, the model will be added to the active world.


persist <bool>


groups <id...>

Groups affect the visibility of the model. If a model belongs to a certain set of groups, it will only be visible if the model worlds it is in has those model groups enabled. The known groups are:

  • deformHandle
  • deformHandleOverdraw
  • background
  • overdraw
  • effectsMask
  • testEnv
  • partsPaintEnv
  • skin
  • rotationRing
  • rotationBall
  • socketConnector
  • animatedCreature
  • testMode
  • vertebra
  • paletteSkin
  • excludeFromPinning
  • palette
  • ballConnector
  • rigblock
  • rigblockEffect
  • gameBackground

options <enum...>

The following values are accepted:

  • visible
  • applyColor
  • applyColorAsIdentity
  • highlight
  • aboveGround
  • localZUp
  • showDescription
  • visualScale
  • customPickLevel
  • overrideBounds
  • applyNightLights
  • applyMaxIdentity
  • alphaSort
  • superHighLOD

pickLevel <enum...>

The following values are accepted:

  • boundingSphere
  • boundingBox
  • hullTriangle
  • meshCluster
  • meshTriangle

animate <float...> -vary <float> -speedScale <float> -channel <id> -sustain -single -loop

You can use this attribute multiple times. Animates a single channel of the model. The arguments are multiple floats that specify the times of the animation.


splitter <resourceID: kernelID> <enum: type> <enum: preference>

Selects the splitter kernel resource used to split this model. This attribute can be used multiple times.

The type argument can be one of the following values:

  • negativeOnly
  • positiveOnly
  • binary

The preference argument can be one of the following values:

  • none, default
  • preferPositive
  • preferNegative
  • preferBest
  • split

split <enum: type> (<metaParticles>) <int...> -origin <vector3>

The required arguments depend on the type of split applied. The control type requires the name of a metaParticle component. The rest of types require a list of integers, which are the indices to splitter attributes previously declared in the gameModel component; for the control type, this is optional.

The type argument can be one of the following values:

  • filter
  • control
  • static

This attribute also accepts the options of ArgScript Transforms.

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