diff --git a/docs/images/terraincut.png b/docs/images/terraincut.png new file mode 100644 index 0000000..a0c5acb Binary files /dev/null and b/docs/images/terraincut.png differ diff --git a/docs/reference_manual.md b/docs/reference_manual.md index 60d5809..72bad3b 100644 --- a/docs/reference_manual.md +++ b/docs/reference_manual.md @@ -11,6 +11,11 @@ Finally because of the way Shadow Volumes work for performance concerns it can b That's all there is to it. Basically just make sure your shadow meshes' object names start with "sv_", they're enclosed and not wasteful with their polygons. The exporter and then modelmunge will take care of everything from there. +## Terrain Cutters +In .msh files any object starting with "terraincutter" results in it "cutting" terrain when it is used as a prop in Zero Editor. Below the results of this can be seen for a cube named "terraincutter_Cube". + +![Example of a .msh cutting terrain in Zero](images/terraincut.png) + ## Collision For anything that isn't a player model (they get their own collision from the game) or a weapon you'll probably want it to have collision so the player can actually interact with it.