Genmeshes

Genmeshes are used to reduce the amount of geometry CS will handle. You can define a "factory" object (example: a stone) and then copy it in several places of the level. If it's a genmesh the copies will be exported with the reference to the factory, plus their position and rotation, all the geometry will be identical to the "factory" object. This saves a lot of memory. Please note that genmeshes can have just one material per object. You can have one material (e.g. stone1.gif) on the factory, a different one on a certain instance (e.g. stone2.gif), and so on. You cannot have two materials (e.g. column_top.gif and column_body.gif).

To have genmeshes working you must follow carefully these procedures.

Create a valid factory:

Create a valid instance:

Please note that the factory is NOT exported in the scene, so it will be invisible in CS.

All genmeshes have the tiling mixmode.

Shadows: genmeshes can have the same settings Objects have for shadows (see Object Properties).

Trasparency: if the object has a transparent texture you have two options:
1) if the object is made of just one plane you can just add the property transparent on the factory object (see Object Properties)

2) if the object is made of many planes, some of which can be seen as overlapping by the player (like two parallel planes one after the other), then you must add the transparentmultiple property on the factory object (see Object Properties)

 

Thingmeshes

Thingmeshes are used to reduce the amount of geometry CS will handle. You can define a "factory" object (example: a house) and then copy it in several places of the level. If it's a thingmesh the copies will have only the location, rotation and texture associated, all the geometry will be identical to the "factory" object. This saves a lot of memory. The difference with genmeshes is that thingmesh instances can have a different texture from the factory, that thingmesh support multiple textures and that those "can receive light (check with Jorrit)".

To have thingmeshes working you must follow carefully these procedures.

Create a valid factory:

Please note that the factory is NOT exported in the scene, so it will be invisible in CS.

Create a valid instance:

Trasparency: if the object has a trasparent texture you should set a property on the factory object (see Object Properties).

 

Next: Lights