Group Tags

When inputting a SketchUp Model, your model can utilize various tags in Group names to invoke special rules and build processes. For example, this can allow you to tag a road mesh as something that should be part of a HUD Map.

The Model Builder includes a wide array of tags in plain-text XML files that you can include and use to output your models. Certain tags require more complex group structures which will be listed where necessary.

This page is grouped by what file must be included for the rules to be accessible.

AnimatedCameras.xml

This file contains rules related to building Animated Cameras.

Tag Requirements Function Example
[AnimatedCamera] [CameraTime] Must be on an AnimatedCamera Structure. Creates an Animated Camera from the contents of the structure that can be used for Mission Start Cameras. See Structure: AnimatedCamera.
[OrientToPath] Must follow an [AnimatedCamera] tag on an AnimatedCamera Structure. Makes the camera oriented to the Path.  

HUDMap.xml

This file contains rules related to building HUD Maps.

Tag Requirements Function Example
[NonHUDMapMesh]   Makes it so the meshes inside the group will not get put on the HUD Map. Hidden Road [NonHUDMapMesh]
[Road]   Applies road colored Vertex Colours to this group on the HUD Map. Road [Intersect] [Road]
[Sidewalk]   Applies sidewalk colored Vertex Colours to this group on the HUD Map. Sidewalk [Intersect] [Sidewalk]
[Building]   Applies building colored Vertex Colours to this group on the HUD Map. House [Intersect] [Building]

Zone.xml

This file includes various other XML files that register tags related to Zones.

General Tags

Tag Requirements Function Example
 [ExcludeFromBounds]      

Intersect Tags

These are the tags related to building Intersect collision.

These are specified in Internal\Intersects.xml.

Tag Requirements Function Example
[NonWorldMesh]   Makes it so within a group or component will not be built into a Static Entity. Group [NonWorldMesh]
[Intersect]   Makes Intersect collision with a Surface Type of 0 out of the contents of the group. Ground [Intersect]
[Grass] Must be placed after an [Intersect] tag in a group name. Makes the Intersect collision have a Surface Type of 1. Grass [Intersect] [Grass]
[Sand] Must be placed after an [Intersect] tag in a group name. Makes the Intersect collision have a Surface Type of 2. Sand [Intersect] [Sand]
[Water] Must be placed after an [Intersect] tag in a group name. Makes the Intersect collision have a Surface Type of 4. Water [Intersect] [Water]
[Dirt] Must be placed after an [Intersect] tag in a group name. Makes the Intersect collision have a Surface Type of 7. Dirt [Intersect] [Dirt]
[SurfaceType] [ID] Must be placed after an [Intersect] tag in a group name. Makes the Intersect collision have the specified Surface Type in place of ID. IDKMan [Intersect] [SurfaceType] [11]

Static Entity Tags

These are the tags related to controlling the way Static Entities are built.

By default, any meshes with a zone are split by their materials into Static Entities. These tags are just for fine tuning how your map is built.

These are specified in Internal\StaticEntities.xml.

Tag Requirements Function Example
[StaticEntity]   Makes the meshes inside the group get put into a separate Static Entity from the rest of the Zone. House [StaticEntity]
[StaticEntityGroup]   Makes the meshes inside the group get split by shader and put into separate Static Entites from the rest of the Zone. House [StaticEntityGroup]

Revision #14
Created Wed, Mar 21, 2018 8:45 PM by Loren Goodwin
Updated Thu, Jan 24, 2019 6:31 PM by Loren Goodwin