Hidden/Spoiler:
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 948 to 808
_ReduceShadowMesh: reduced edge count from 330 to 326
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 90 to 74
_ReduceShadowMesh: reduced edge count from 90 to 74
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 108 to 94
_ReduceShadowMesh: reduced edge count from 174 to 114
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 258 to 226
_ReduceShadowMesh: reduced edge count from 144 to 138
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 108 to 84
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 168 to 108
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 144 to 80
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMe_ReduceShadowMesh: reduced edge count from 1648 to 1638
rep_fly_arc170fighter_dome has 471 vertices and no collision geometry - using normal geometry
rep_fly_assault_dome has 286 vertices and no collision geometry - using normal geometry
rep_fly_cat_dome has 517 vertices and no collision geometry - using normal geometry
rep_fly_gunship_dome has 216 vertices and no collision geometry - using normal geometry
rep_fly_jedifighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 744 to 526
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 564 to 500
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 84 to 66
_ReduceShadowMesh: reduced edge count from 84 to 66
_CreateShadowMesh(lod:0): created hires shadow (343 verts 1518 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 360 to 300
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 84 to 68
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 38
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 114 to 96
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge cou_ReduceShadowMesh: reduced edge count from 190 to 186
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 70 to 64
_ReduceShadowMesh: reduced edge count from 70 to 64
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 28 bones (max 15) into 14, 15 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 13, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 972 to 968
_CreateShadowMesh(lod:0): created hires shadow (242 verts 1424 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1392 to 1388
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
rep_inf_aaylasecura_low1 has 520 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 892
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (290 verts 1692 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_arctrooper_low1 has 773 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (197 verts 1158 edges)
... Exporting hard skinned
rep_inf_clonecommander_low1 has 446 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 594 to 574
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (371 verts 2104 edges)
_ReduceShadowMesh: reduced edge count from 948 to 808
_ReduceShadowMesh: reduced edge count from 330 to 326
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 90 to 74
_ReduceShadowMesh: reduced edge count from 90 to 74
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 108 to 94
_ReduceShadowMesh: reduced edge count from 174 to 114
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 258 to 226
_ReduceShadowMesh: reduced edge count from 144 to 138
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 108 to 84
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 168 to 108
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 144 to 80
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMe_ReduceShadowMesh: reduced edge count from 1648 to 1638
rep_fly_arc170fighter_dome has 471 vertices and no collision geometry - using normal geometry
rep_fly_assault_dome has 286 vertices and no collision geometry - using normal geometry
rep_fly_cat_dome has 517 vertices and no collision geometry - using normal geometry
rep_fly_gunship_dome has 216 vertices and no collision geometry - using normal geometry
rep_fly_jedifighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 744 to 526
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 564 to 500
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 84 to 66
_ReduceShadowMesh: reduced edge count from 84 to 66
_CreateShadowMesh(lod:0): created hires shadow (343 verts 1518 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 360 to 300
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 84 to 68
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 38
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 114 to 96
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge cou_ReduceShadowMesh: reduced edge count from 190 to 186
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 70 to 64
_ReduceShadowMesh: reduced edge count from 70 to 64
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 28 bones (max 15) into 14, 15 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 13, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 972 to 968
_CreateShadowMesh(lod:0): created hires shadow (242 verts 1424 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1392 to 1388
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
rep_inf_aaylasecura_low1 has 520 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 892
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (290 verts 1692 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_arctrooper_low1 has 773 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (197 verts 1158 edges)
... Exporting hard skinned
rep_inf_clonecommander_low1 has 446 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 594 to 574
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (371 verts 2104 edges)



