Well, you asked for it and you ll get it. If you have read this guide you might have understood than the exporter exports into a format who is not only used by PlaneShift, but by the graphic engine who use it, so here are a few links to things that you might find interesting, they point to the crystalspace documentation. In reality I didn't try those features by myself, but they are more likely going to works, as anything than who works with crystalspace in general should works with PlaneShift.
Please notice than all these features require than you edit the world file by yourself, if you know what XML is it's better as the world file use an xml-like grammar, if you don't know you should be smart enough to undertand how it works by looking at the examples.
First a quick link to the format of a map file section it's easier to edit something when you know how it works, isn't it ?
Then an other to some interesting object than you can use
Your map isn t rendering fast enough ? You can plan to use LOD ( level of detail )
You might find very difficult to add particles systems, because for meshes you can use your favorite modeler, then import the mesh into PS, but for particles, you can only guess how it will looks like depending on the values you used this is why there is an app named partedit than you should find at the root of the "CS" directory.

## Rendering Priorities

Just as s reference.

In Crystal Space you can define rendering priorities for objects. Currently we assign priorities with these rules:

- all "_t_" objects have "alpha" priority
- all "_sky_" objects have "sky" priority
- all "_p_" objects have "wall" priority
- all "_s_" objects have "object" priority
- all others objects have "object" priority

CS renders objects in this sequence:

1. sky
2. wall
3. object
4. alpha