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	<id>https://www.redfactionwiki.com/w/index.php?action=history&amp;feed=atom&amp;title=Creating_and_Using_Custom_Debris</id>
	<title>Creating and Using Custom Debris - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.redfactionwiki.com/w/index.php?action=history&amp;feed=atom&amp;title=Creating_and_Using_Custom_Debris"/>
	<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;action=history"/>
	<updated>2026-04-30T19:03:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.1</generator>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8308&amp;oldid=prev</id>
		<title>Goober at 11:59, 22 May 2022</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8308&amp;oldid=prev"/>
		<updated>2022-05-22T11:59:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:59, 22 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{RF1Tutorial|Goober}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{RF1Tutorial|Goober &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(with information provided by rafalh)&lt;/ins&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Custom debris provides a way to make new [[RED Objects#Clutter|clutter]] meshes and [[RED Objects#Entity|entities]] added by mods feel more present and interactive in your world.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Custom debris provides a way to make new [[RED Objects#Clutter|clutter]] meshes and [[RED Objects#Entity|entities]] added by mods feel more present and interactive in your world.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8307&amp;oldid=prev</id>
		<title>Goober: /* Configuring */</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8307&amp;oldid=prev"/>
		<updated>2022-05-22T11:58:12Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Configuring&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:58, 22 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l53&quot;&gt;Line 53:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 53:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 4.''' Specify an '''$Explode Anim Radius'''. Self-explanatory, the radius of the vclip as specified in the above line.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 4.''' Specify an '''$Explode Anim Radius'''. Self-explanatory, the radius of the vclip as specified in the above line.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 5.''' Specify a '''$Debris Velocity'''. Self-explanatory, the velocity at which debris submeshes fly out from the origin of your clutter object.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 5.''' Specify a '''$Debris Velocity'''. Self-explanatory, the velocity at which debris submeshes fly out from the origin of your clutter object.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*'''Step 6.''' Ensure your clutter's '''$Life''' value is set to a value other than -1 (invulnerable). Debris is only used when an object is destroyed, so you'll never see it if your object is invulnerable.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Red Faction]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Red Faction]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: RF1 Editing]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: RF1 Editing]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Tutorials]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Tutorials]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8306&amp;oldid=prev</id>
		<title>Goober: /* Configuring */</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8306&amp;oldid=prev"/>
		<updated>2022-05-22T11:56:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Configuring&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:56, 22 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot;&gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Configuring==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Configuring==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;I'll cover configuring debris for clutter, but the process is essentially identical for entities (aside from having to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;configuring &lt;/del&gt;in [[entity.tbl]] rather than [[clutter.tbl]], of course.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;I'll cover configuring debris for clutter, but the process is essentially identical for entities (aside from having to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;configured &lt;/ins&gt;in [[entity.tbl]] rather than [[clutter.tbl]], of course.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Looking at the [[clutter.tbl]] entry for '''Waste Basket''' (a default clutter class in the game), below in bold are the relevant entries for our purposes. Note that these are all optional settings, so your clutter class may not already have them. If that's the case, you'll need to add them. I've explained each of these options below - all of them can be customized, but if you just want a quick way to get debris working in-game, feel free to copy these settings from the '''Waste Basket''' below and just change the '''$Debris Filename''' to your mesh.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Looking at the [[clutter.tbl]] entry for '''Waste Basket''' (a default clutter class in the game), below in bold are the relevant entries for our purposes. Note that these are all optional settings, so your clutter class may not already have them. If that's the case, you'll need to add them. I've explained each of these options below - all of them can be customized, but if you just want a quick way to get debris working in-game, feel free to copy these settings from the '''Waste Basket''' below and just change the '''$Debris Filename''' to your mesh.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8305&amp;oldid=prev</id>
		<title>Goober: /* Creating and Importing */</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8305&amp;oldid=prev"/>
		<updated>2022-05-22T11:56:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Creating and Importing&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:56, 22 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l12&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 1.''' When your debris explodes in game, each submesh in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 1.''' When your debris explodes in game, each submesh in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they &lt;/del&gt;to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them &lt;/ins&gt;to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m).  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m).  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 3.''' Export your scene as .gltf from Blender.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 3.''' Export your scene as .gltf from Blender.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8304&amp;oldid=prev</id>
		<title>Goober: /* Creating and Importing */</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8304&amp;oldid=prev"/>
		<updated>2022-05-22T11:55:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Creating and Importing&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:55, 22 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot;&gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Creating and Importing==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Creating and Importing==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 1.''' When your debris explodes in game, each submesh in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, for example&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 1.''' When your debris explodes in game, each submesh in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause they to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause they to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m).  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m).  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8303&amp;oldid=prev</id>
		<title>Goober: /* Creating and Importing */</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8303&amp;oldid=prev"/>
		<updated>2022-05-22T11:54:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Creating and Importing&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:54, 22 May 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot;&gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Creating and Importing==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Creating and Importing==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 1.''' When your debris explodes in game, each submesh &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(typically referred to as a primitive) &lt;/del&gt;in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene, for example.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 1.''' When your debris explodes in game, each submesh in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene, for example.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause they to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause they to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m).  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m).  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8302&amp;oldid=prev</id>
		<title>Goober: Created page with &quot;{{RF1Tutorial|Goober}}  Custom debris provides a way to make new clutter meshes and entities added by mods feel more present and...&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Creating_and_Using_Custom_Debris&amp;diff=8302&amp;oldid=prev"/>
		<updated>2022-05-22T11:53:42Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{RF1Tutorial|Goober}}  Custom debris provides a way to make new &lt;a href=&quot;/wiki/RED_Objects#Clutter&quot; title=&quot;RED Objects&quot;&gt;clutter&lt;/a&gt; meshes and &lt;a href=&quot;/wiki/RED_Objects#Entity&quot; title=&quot;RED Objects&quot;&gt;entities&lt;/a&gt; added by mods feel more present and...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{RF1Tutorial|Goober}}&lt;br /&gt;
&lt;br /&gt;
Custom debris provides a way to make new [[RED Objects#Clutter|clutter]] meshes and [[RED Objects#Entity|entities]] added by mods feel more present and interactive in your world. &lt;br /&gt;
&lt;br /&gt;
Firstly, let's differentiate between two terms that are often used interchangeably: '''debris''' and '''corpse'''.&lt;br /&gt;
* '''Corpse''' - In RF, this refers to a mesh that replaces a clutter or entity mesh when that object dies. Dead bodies lying on the floor and destroyed computers are examples of corpses.&lt;br /&gt;
* '''Debris''' - In RF, this refers to the chunks that fly out from a clutter or entity mesh when that object dies. A good example of debris is the crunched up oil drum that flies away from the point of impact when you shoot an oil drum clutter object.&lt;br /&gt;
&lt;br /&gt;
This tutorial will cover how to create, import, and configure custom '''debris'''.&lt;br /&gt;
&lt;br /&gt;
==Creating and Importing==&lt;br /&gt;
For the purposes of this tutorial, I'm going to assume you're using Blender for modeling and rafalh's [[Rafalh RF Tools#VMesh|VMesh]] tool for converting it to an RF-compatible format. If you're using the [[Official RF Toolkit#3ds Max Plugins|3ds Max Plugins]] in the official RF toolkit, the steps for creating and importing the debris mesh will be different, but configuration is the same.&lt;br /&gt;
*'''Step 1.''' When your debris explodes in game, each submesh (typically referred to as a primitive) in your scene is going to fly in the direction it is positioned relative to the origin of the scene (0,0,0). If you want a chunk to fly upward when a clutter mesh dies for example, position that chunk submesh just above the origin in your scene, for example.&lt;br /&gt;
**'''NOTE:''' It's important to not position any submeshes ''at'' the origin. Doing so will cause they to never appear in game. Each submesh should be offset from the origin in whichever direction you wish for it to fly.&lt;br /&gt;
*'''Step 2.''' Ensure your mesh has no armature or animations - debris meshes are static meshes (.v3m). &lt;br /&gt;
*'''Step 3.''' Export your scene as .gltf from Blender.&lt;br /&gt;
*'''Step 4.''' Using [[Rafalh RF Tools#VMesh|VMesh]], run the conversion command: &amp;lt;code&amp;gt;vmesh MESHNAME.gltf&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Step 5.''' Take the resulting .v3m static mesh file and pack it with your mod.&lt;br /&gt;
&lt;br /&gt;
==Configuring==&lt;br /&gt;
I'll cover configuring debris for clutter, but the process is essentially identical for entities (aside from having to be configuring in [[entity.tbl]] rather than [[clutter.tbl]], of course.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[clutter.tbl]] entry for '''Waste Basket''' (a default clutter class in the game), below in bold are the relevant entries for our purposes. Note that these are all optional settings, so your clutter class may not already have them. If that's the case, you'll need to add them. I've explained each of these options below - all of them can be customized, but if you just want a quick way to get debris working in-game, feel free to copy these settings from the '''Waste Basket''' below and just change the '''$Debris Filename''' to your mesh.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
$Class Name:           &amp;quot;Waste Basket&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$V3D Filename:         &amp;quot;wastebasket1.V3D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''$Debris Filename:      &amp;quot;wastebasket1.V3D&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''$Debris Sound Set:     &amp;quot;Tin Hit&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
$Material:             &amp;quot;metal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
$Life:                 10&lt;br /&gt;
&lt;br /&gt;
'''$Explode Anim:         &amp;quot;Tin Hit Sound&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''$Explode Anim Radius:  .4'''&lt;br /&gt;
&lt;br /&gt;
$Flags:                (&amp;quot;collide_object&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''$Debris Velocity:      6'''&lt;br /&gt;
&lt;br /&gt;
$RFE Level1:           &amp;quot;Office Stuff&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Configuring your debris:'''&lt;br /&gt;
*'''Step 1.''' Specify a '''$Debris Filename'''. This will be the v3m filename of your debris mesh from earlier in this tutorial.&lt;br /&gt;
*'''Step 2.''' Specify a '''$Debris Sound Set'''. This controls the sound your debris makes when colliding with the world. It must reference an existing foley class from [[foley.tbl]]&lt;br /&gt;
*'''Step 3.''' Specify an '''$Explode Anim'''. This determines the explosion that actually pushes your debris submeshes apart. It must reference an existing vclip class in [[vclip.tbl]]. (it should be a VClip class with the &amp;quot;code_explode&amp;quot; flag)&lt;br /&gt;
*'''Step 4.''' Specify an '''$Explode Anim Radius'''. Self-explanatory, the radius of the vclip as specified in the above line.&lt;br /&gt;
*'''Step 5.''' Specify a '''$Debris Velocity'''. Self-explanatory, the velocity at which debris submeshes fly out from the origin of your clutter object.&lt;br /&gt;
&lt;br /&gt;
[[Category: Red Faction]]&lt;br /&gt;
[[Category: RF1 Editing]]&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>Goober</name></author>
	</entry>
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