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Overview

msh panel material info panel

Mesh Utility:

  • Export Collision: Export selected mesh as collision mesh (.cms)
  • Export Mesh: Export active/selected mesh file(s) as .msh. If more than one mesh is selected, then the mesh will have submeshes, it is ordered alphabetically
  • Surpress Split: When enabled, Preview Split will not split the mesh. Assumes manual split
  • Preview Split: Duplicate the object, then split the mesh (or not depending surpress split), and then change the UV map as if they were being displayed in-game
  • Split Mesh: Split the mesh based off threshold. They will be separated based on indices
  • Maximum Faces: Used for split mesh, each separated mesh will not have more than this specified faces
  • Get Bounding: Get bounding box and its sphere radius, and then copy them to clipboard (copy only works for windows). You would need this for .txt files located at resource/model/

Material Utility

  • Import Losa Shader: Import all node groups from losa shader.blend located at root folder of the script
  • Generate Material: Generate material for active object. One of the four options can be choosed
  • Turn Material into Opaque: Set the material into opaque
  • Turn Material into Transparent: Set the material into transparent
  • Toggle Shadeless: toggle shaded/shadeless

Visibility

  • Toggle Backface Culling: Toggle backface culling for all material except outline material (which should always active)
  • Toggle Outline: Toggle all outline that uses solidify modifier/inverse hull method

Material Info

It is recommended to collapse this panel when not used.

  • Export Material: Export material based on the selected object(s)
  • Entry: Contains material entry depending on the selected object(s). Ordered alphabetically