placements

Thousands of placed copies of a few models as one object (archetype instancing: a city's buildings, a port's crates). The copies are a list in `file` (a project path, one copy a line: `model x y z rx ry rz sx sy sz` and optionally `r g b`, `model` an index into `meshes`, in world space); copies near the eye draw as ordinary objects, farther ones as instance runs (no object per copy). placements_from_objects makes one from plain placed objects.

In scene text

placements { meshes ["a", "b"]  file "…"  casts_shadows true }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 11

FieldTypeUnit / rangeWhat it does
mesheslist of text—The models placed (a copy's first number picks one).
filetext—The placement list, a project path ("Scenes/OC_Map.placements/kit.ttrplace").
casts_shadowstrue / false—Copies cast shadows.
draw_distancenumberm, 0 … 100000No copy is drawn past this many metres (0: no limit of its own).
near_distancenumberm, 0 … 5000Copies nearer than this draw as ordinary objects (ray-traced shadows, bounced light); 0: the engine's default.
slodstext—The merged far levels (placements_build_slods writes them): a folder under Assets; empty: none.
slod1numberm, 0 … 100000Past this a 128 m cell's copies draw as its merged SLOD1 (0: off).
slod2numberm, 0 … 100000Past this a 256 m group draws as its SLOD2 (0: off).
slod3numberm, 0 … 100000Past this a 512 m group draws as its SLOD3 (0: off).
lod_oftext—HD over LOD: the placements object (by name) whose copies these stand in for up close (real kit modules over massing).
lod_distancenumberm, 1 … 5000With lod_of: these copies draw within this of each 32 m sub-cell, the other object's beyond (a dithered swap).
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