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03. Object Manipulation

skyslide edited this page Sep 3, 2022 · 5 revisions

This panel will help with manipulations of the current collection & objects

Collection related

  • Name: change the name of the collection (right pen icon)
  • Waypoint: change the waypoint type(none(default), checkpoint, start, finish and multilap)
  • Ignore Export will mark the collection to be ignore in the export
  • Multi Scale Export see below #scaling
  • Add Item XML Template allows you to select a item xml template(placements...) for this collection
  • BaseMaterial will show all BaseMaterial uv layers of each object in the collection
  • LightMap will show all LightMap uv layers of each object in the collection
  • BaseMaterial & LightMap pen icon will open a uv editor with the related uv layers(all objects)

Object related

  • Name: change the name of the selected object
  • Ignore Export: ignore the object during export
  • _origin_ marks the object as the origin of the collection (important for rotation)
  • _trigger_ marks the object as a trigger for waypoints
    • a waypoint needs a _trigger_ object, which has no materials & no uvlayers
    • is used to trigger the waypoint (drive through = checkpoint activated)
  • _socket__ marks the object as the spawn for waypoints
  • _Lod0 marks the mesh object as the high poly version (shown when near)
  • _Lod1 marks the mesh object as the low poly version (shown when far)
  • _notvisible_ marks the object to be invisible with a hitbox (tm2020 only)
  • _notcollidable_ marks the object to be visible without a hitbox (tm2020 only)
  • Shading:
    • shade smooth will make your object look smooth
    • shade flat will make all faces look flat
    • auto smooth will split on the defined angle (sharp between angle)

Locking

  • Location: toggle lock(position can not be changed accidentally)
  • Rotation: toggle lock(rotation can not be changed accidentally)
  • Scale: toggle lock(scale can not be changed accidentally)

Scaling

In this section you can add custom scales to your collection, the object will be exported multiple times in different scales defined below.

  • From: where to start from (random number)
  • To: scale to here (random number)
  • Factor: how many scales to apply

material stuff