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# Reference Manual
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## Index
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- [Exporter](#exporter)
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+ [Export Properties](#export-properties)
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+ [Export Failures](#export-failures)
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+ [Export Behaviour to Know About](#export-behaviour-to-know-about)
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- [Shadow Volumes](#shadow-volumes)
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- [Terrain Cutters](#terrain-cutters)
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- [Collision](#collision)
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+ [Collision Primitives](#collision-primitives)
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+ [Collision Meshes](#collision-meshes)
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+ [Collision Flags](#collision-flags)
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+ [Vehicles and Collision](#vehicles-and-collision)
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- [Materials](#materials)
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+ [Materials.Rendertype](#materialsrendertype)
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+ [Materials.Transparency Flags](#materialstransparency-flags)
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+ [Materials.Flags](#materialsflags)
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+ [Materials.Data](#materialsdata)
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+ [Materials.Texture Maps](#materialstexture-maps)
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- [Appendices](#appendices)
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+ [Appendix Detail Map Blending](#appendix-detail-map-blending)
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+ [Appendix Normal Map Example](#appendix-normal-map-example)
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+ [Appendix Cubemap Layout](#appendix-cubemap-layout)
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+ [Appendix .msh.option Files](#appendix-mshoption-files)
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+ [Appendix .tga.option Files](#appendix-tgaoption-files)
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+ [Appendix Rendertypes Table](#appendix-rendertypes-table)
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## Exporter
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The currently exporter has pretty straight forward behaviour. It'll grab the current active scene and export it as a .msh file that can be consumed by Zero Editor and modelmunge.
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To solve this error consult the [Collision Primitives](#collision-primitives) section and rename the problematic Collision Primitive accordingly. Usually by adding "sphere, "cylinder" or "box" to the name.
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### Potential Edge Case Behaviour
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### Export Behaviour to Know About
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#### Materials for .msh files must be managed through the added UI panel named "SWBF .msh Properties" is added under the Material context.
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Unsurprisingly Blender's modern and sophisticated materials don't map down well/easilly to what .msh files support. Thus seperate properties are provided for all .msh material properties.
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### Appendix .tga.option Files
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> TODO: Should this section exist?
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> TODO: Write this section.
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### Appendix Rendertypes Table
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