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Mesh Export Options

Psycrow edited this page Oct 15, 2024 · 3 revisions

In Alpha 0.3, the Mesh Export options were introduced. This page will help explain what each of the options change, and how to change them.

Location

These options can be accessed by selecting a mesh object and going to the Object > DragonFF - Export Object menu.

Object > DragonFF - Export Object

Options

Export Normals

Normals are used to determine the direction a face/vertex/edge is facing. In GTA, they are used for dynamic lighting of objects such as vehicles, peds, etc. They're not present in most map objects, and in presence of them, the night vertex lighting will not work.

You can use this option if

  • The object is a vehicle or a ped model
  • If you want to use UV Animation (as they only work with normals)
  • You want dynamic lighting

You might not want to use this option when

  • The object is a map or another static object that doesn't require dynamic lighting
  • You want to use night vertex colours with your model.

Export Bin Mesh PLG

Bin Mesh PLG structure stores an optimized structure that the game can use to optimize rendering. This optimization is not noticeable for small models, and you might want to disable it for normal uses.

Enable this option when:

  • You want compatibility with older tools that rely on this option
  • You have a complex model with a lot of materials, in which case it will be rendered more efficiently in game.

Disable this option when:

  • You want to keep the size of your exported model low.
  • You have a simple model with very few materials.

Use Triangle Strip

Use Triangle Strip instead of Triangle List for Bin Mesh PLG. Enabling this option can reduce the size of the exported file.

Export As Frame

This option allows to export the object as a frame with atomic. In most cases this option should be enabled, except for skinned meshes where the atomic is assigned to the parent object (armature).

Export Vertex Colours

This option decides which vertex colours you want to export. This option is only present for convenience, as you can just as easily delete a vertex group from the vertex group options. If you disable either of the Day/Night Vertex Colours option, the object will not have any static lighting during the day or night depending on the option you selected.

You might want to enable this option when

  • You want static lighting on your map object.

You might not want to enable this option when

  • You want dynamic lighting and have the Export Normals function enabled.

Export UV Maps

This option enables or disables the export of UV Maps. UV Maps are the texture coordinates that a model uses. If you disable UV coordinates, the model in-game will have a static colour, and no texture will be applied to it.

You might want to enable this option when

  • In most if not all cases.

You might want to disable this option when

  • You're debugging your model.

Pipeline

A mesh's pipeline decides how the engine will draw the object, i.e what settings it will choose, whether it will have dynamic lighting or static lighting using vertex colours.

You can read more about pipelines here

Right To Render

Right To Render value. Affects only for skinned objects. In GTA The default value is "1".

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