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- Object – object is a shadow object, which means it casts a shadow onto receivers, but is not drawn.
- Caster - object is a shadow caster, which means it casts a shadow onto receivers, and is also drawn normally.
- Textured – the object’s shadow is created by writing the mesh’s z-depth at each pixel into a shadow texture. When Textured is checked, writing of z-depth is masked based on the alpha or chromakey values from the first texture map in each of it’s materials. When unchecked, the z-depth is not masked.
- Shadow Out - set when the shadow lods out. This will overwrite the scene value only if it is lower.
- Shadow Groups - set which shadow settings this object casts shadows on. More information can be found here.
Normal Options
- gMotor – if selected, vertex normals are computed during conversion using weighted average face normals. No smoothing groups are used and it is required for smoothing groups to be detached to elements.
- MAX - if selected, internal Max vertex normals are used. Vertex normal generation using Max normals has been improved significantly. When using Max vertex normals, the EditNormals modifier (if available on the modifier stack) is now supported to allow for very precise vertex normal adjustments. Also, smoothing groups are automatically supported. However this can result in increased draw calls on the exported mesh, so be careful with it's use.
- Pointy – if checked, all normals point straight up – this can be used to uniformly light stamp and billboard objects. Using the Pointy Normals setting will override any other normal generation.
- Tangent Basis –
- Binormal Basis -
- Fix Cyl Wrap – if checked, an alternate method is used to export texture coordinates, which can correct texture mapping seams on cylindrical objects. This option should rarely be required
- Ignore Splits
- Alt Tangent Basis
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Visibility (vis) groups are used to group objects together – these groups of objects can then be made visible or invisible according to various in-game settings. More information can be found here.
- Vis Groups A – P – assign selected object(s) to the chosen vis groups.
- Copy/Paste – used to copy and paste vis group settings from one set of selected objects to another.
- Select By Group – get the attribute setting for the objects in the chosen vis groups.
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