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Game Model (Effects)
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
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.