Sub-entity

ikona:



Sub-entity objects are components of a BES file.

It is possible to select Sub-entities only when the Entity/Sub-entity toggle is on (hotkey Q).

Basic properties in the Properties tab

Clip Distance distance within which the object is drawn (in meters)
Current sets the current distance between the camera and the object center


Dirlight multiplier directional light multiplier
Ambient multiplier ambient light multiplier
Apply SHM shadow aplly shadow tree data to the object
Compute LM compute lightmaps for the object
LM density level of lightmap detail for individual LOD (Level of Detail) objects,
the number denotes polygon count per texture
No smooth do not apply smoothing to lightmap textures
Cast shadow object casts shadows
Intensity cast shadow intensity
Cast SHM shadow object is taken into shadow tree calculation
For LM comp only the object serves only for LM calculation, i.e. it isn't drawn in the game
Dynamic object dynamic/static object switch


Object occludding design shape use for "hide" calculation (an object can be hidden out of a portal or behind an occluder)


"Particled" shape is a rectangle that always rotates to face a camera and always occludes the whole object.

"Boxed" shape is a cubic boundig box. This shape returns more accurate, but slower calculation.


Set/Add opens the sector association dialog
Remove removes the associations for selected sectors


List list of distances for LOD (Level of Detail) objects switching,
edit distances by double-clicking on the numbers (LMB)
Show selected LOD switches drawing of the selected LOD only - functional in editor only
Last LOD alpha switch for the last LOD to disappear into transparency


       
Dist distance for LOD switching,
if you want the last LOD not to disappear, enter -1
Set current sets the current distance between camera and the object center


BES