Table of Contents

Layers&Block structure

The organization of the Model is done by using layers. These act like a hierachy to allow having all different stages/LOD and data of a model inside one single scene. Every single Block in SE has many different models as described in ….

Basic Layertree

After creating a new Block a basic layer tree is constructed. The Main Layer has every other Layer as children. Below that there are layers for construction stages, subparts and dummies. The main layer hold information about cubeblock and misc stuff like mirroring or Icon render settings for example. These layer dependent data is accesed trough the Main panel

LayerTypes

Below are all Layer types and usage listed.

Cubeblock

Main topmost Layer of Block. Handles cubeblock info

Settings

Block size
Sets if the Block is large grid or small grid.

Typeid
Type of Block.Determines what this Block is ingame as in Refinery, thruster, reactor etc. A custom entry or one of the given can be chosen.

SubTypeid
Unique Identifer of the Block. Must be unique for the whole game. Kinda like a Identification.

Actions

Add LOD
Adds extra LOD-layer.

Rename
Renames the Block. This renames all the layers who are children of cubeblock, except subparts

LOD

LODs are the actual Models at different distances. They are used in the main model, construction stages, subparts…

Settings

LOD Distance
Distance at which this LOD will be drawn.

Actions

Delete LOD
Deletes this LOD-layer.

Construction stage

Collision

Subparts