Named Properties – Arma 3
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Possible values/Values found in BI A3 models: | Possible values/Values found in BI A3 models: | ||
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==== viewdensitycoef ==== | |||
AI - detection through semi transparent objects. | |||
Coef to hardcoded view density: | |||
* default: -2.302585093f | |||
* hardBush: -4.605170186f | |||
* ForestPlain: -0.024079456087f | |||
Usage LODs: | |||
* Geometry LOD | |||
Default value: TODO | |||
Possible values/Values found in BI A3 models: [0.1 - 10 - 10000] | |||
==== xcount ==== | ==== xcount ==== |
Revision as of 07:06, 20 December 2018
Note
This page reflects the Arma 3 v1.88 state.
See Also
- LOD - very important page to describe the different LOD types
- Map Symbols - this appears to be an out of date ArmaOne reference doc but still has important info
Named Properties
Named Properties can be set in Object Builder. If you don't see this, you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P.
aicovers
Disables the object for AI cover search. Only relevant for terrain objects.
Usage in LODs:
- Geometry LOD
Default value: 1
Possible values:
- 0
- 1
armor
DESC-TODO
Usage in LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models: [1-15000]
autocenter
Some model classes are placed according to automatic object center (cars).
This property sets that position to 0.0.0 from .p3d file will be used. It is often used for proxies.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values:
- 0
- 1
buoyancy
DESC-TODO
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values:
- 0
- 1
canbeoccluded
If it is set to 0, the model will be drawn even if it normally would be culled away by occlusion culling. ie. the view geometry is completely hidden behind another objects view geometry.
// Enables conclusion via other objects. value 1 is default. value 0 could be used for large objects that also require alot of ressources to load.
Usage LODs:
- Geometry LOD
- View Geometry LOD
Default value: TODO
Possible values:
- 0
- 1
canocclude
Objects hidden behind view geometry are normally not rendered by engine. Unfortunatelly, some objects like trees, have many "holes" in their body, so if object will not be rendered behind tree, it will dissapear and it won't be visible.
Using canocclude = 0 property will prevent this undesired effect from happening.
// Switches off occlusions, used for objects which cannot act as occluders because their view geometry is not representative of their real shape, like foliage, or are too small to be noticeable occluders.
Usage LODs:
- Geometry LOD
- View Geometry LOD
Default value: TODO
Possible values:
- 0
- 1
class
Derives how an object fits onto, or into, the terrain surface.
class affects object behavior, simulation, destruction, and namesound. With extra considerations for class=house.
Note: a '*' means that class might require a Land_xxx config class
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- breakablehouseanimated
- bridge
// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.
- building * (verify)
- bunker (verify)
- bush (verify)
- bushhard
- bushsoft - for bushes that bend easy in slight wind
- church - clock
- clutter
- fence * (verify)
- forest
- house *
// Required for *any* animations to work including ladders, doors, and attendant= (cfgVehicles). // "house" also causes game map to show displayname. Note that this behaviour is slightly different to an in-game model. // The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.
- housesimulated * lights at night *providing* a suitable Land_xxx ""cfgVehicles"" class has been provided.
- land_decal
- man (verify)
- pond - source: https://twitter.com/BXBX_BI/status/972102443818512385
- road
// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.
- ruins (verify)
- streetlamp * - pre A3 (?) lights at night *providing* a suitable Land_xxx cfgNonAIVehicles class has been provided.
- thing
- thingx
- tower
- treehard
- treesoft - for trees that sway longer in both direction
- vehicle
- wall (verify)
Unclear:
- fuelstation
damage/dammage
Defines what happens to object after it is destroyed.
Please note that armor value can be set via config.cpp.
Killed eventhandler defined in config.cpp will also work for map embedded objects.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- building
- engine - object will explode upon destruction
- no - no visual change will be made when object is destroyed
- tent - object will collapse
- tree - object will tilt
- wall - object will fall over when destroyed
- wreck
Unclear:
- bunker
- bush - object will crush
- house
- fence - object will fall over when destroyed
destroysound
DESC-TODO
Usage LODs:
- Geometry LOD
Default value: undef
Possible values/Values found in BI A3 models:
- treebroadleaf
- treepalm
drawimportance
Some objects are more important than others. For example undergrowth in jungle is really important only on near distances.
This is a simple multiplier of estimated area of the object on the screen. When using small values, objects disappear sooner, because they are regarded smaller on the screen. This value affects only when object disappear, It does not affect LOD determination.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models: 0.2 [0.001f, 10000.0f]
explosionshielding
DESC-TODO
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models: [0.05 - 0.1 - 3 - 10 - 20 - 100 - 1000]
forcenotalpha
Some models with much alpha textures on their surfaces were considered as alpha objects and therefore were rendered in a special pass where it was not possible to cast shadows on them. There is a new named property (in geometry LOD) using which you can force the whole model not to be considered as alpha model and shadows will be cast on it therefore.
Negative impacts of such solution: Various alpha sorting artifacts may appear on alpha blended parts of such models. It will depend on particular situations if the effects will be bearable or not.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 1
frequent
Marks objects that are placed in big amount using instancing.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 1
keyframe
Marked models that are animated by keyframes stored in .p3d.
Usage LODs:
- Resolution LODs
Default value: TODO
Possible values/Values found in BI A3 models:
- 1
loddensitycoef
Determines how fast LODs are being switched. 0.1 means LODs will be switched very fast, 100 there will be barely no LOD switching.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models: [0.45 - 0.5 - 0.75 - 1.25] [0.001f, 10000.0f]
lodnoshadow
This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows.
You can use it to force the shadow to be cast only by the selected LOD. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit).
Usage LODs:
- Resolution LODs
Default value: TODO
Possible values:
- 0
- 1
Everything >0 means true. So technically the other values are valid, but they don't mean anything beyond 1.
map
It declares an appropriate icon to display on the in-game 2d map. Only relevant to objects (such as structures and vegetation) that are intended to be used in a wrp.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- building - shows greyed rectangle
- bunker
- bush
- busstop
- chapel
- church
- cross
- fence
- FOREST (verify)
- FOREST BORDER (verify) - only seen in OFP?
- FOREST SQUARE (verify) - only seen in OFP?
- FOREST TRIANGLE (verify) - only seen in OFP?
- FOREST_LOD1 (verify)
- FOREST_LOD2 (verify)
- fortress
- fountain
- fuelstation
- hide - object will not be displayed on the map, equivalent of not declaring a map= at all. Typical for streetlamps.
- hospital
- house - shows black rectangle and displayName= on mouseover in Mission Editor)
- lighthouse
- main road
- power lines
- powersolar
- powerwave
- powerwind
- quay
- railway
- road
- rock
- ROCKS (verify)
- ruin - nothing to do with bi's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.
- shipwreck
- small tree
- smalltree (verify)
- stack
- tourism
- TOWN_LOD1 (verify)
- track
- TRAIL (verify)
- transmitter
- tree
- view-tower
- wall
- watertower
mass
DESC-TODO
Usage LODs:
- TODO
Default value: TODO
Possible values/Values found in BI A3 models:
- 0
- 0.2
- 0.5
- 1
- 5
- 7
- 100
- 2007
- 92079
- 100000
placement
Assigns specific deformation according to the terrain shape map surface
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- slope - the model is SKEWed according to the terrain shape, vertical lines remain vertical. Better than vertex property “Keep height “ in many cases
- slopez - variants where the transformation counts with landcontact defined points (1-3)
- slopex - variants where the transformation counts with landcontact defined points (1-3)
- slopelandcontact
Unclear:
- vertical - added for RADAR station (CHANGELOG 1.05 - 1.06)
prefershadowvolume
Choose which shadow casting technique will be used.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 0 - Shadow Buffer
- 1 - Shadow Volume
sbsource
Which LOD will be used for shadowbuffer casting. If it is not set and shadow=hybrid is present, resolution LODs are used.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- explicit - use special SB LODs <11000,11999> (Shadow Buffer?)
- none - do not render anything
- shadow
- shadowvolume - use SV LOD
- visual - use resolution LODs
- visualex - use resolution LODs
https://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2613
shadow
DESC-TODO
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- hybrid
https://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2619
Basically it's just either "hybrid" or whatever else or nothing. So technically everything is valid, things that are not "hybrid" just mean undefined.
shadowlod
DESC-TODO
Usage LODs:
- Resolution LODs
Default value: TODO
Possible values/Values found in BI A3 models:
- -1 (undefined)
- 10
- 100
any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.
shadowvolumelod
DESC-TODO
Usage LODs:
- Resolution LODs
Default value: TODO
Possible values/Values found in BI A3 models:
- -1 (undefined)
- 10
any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.
shadowbufferlod
DESC-TODO
Usage LODs:
- Resolution LODs
Default value: TODO
Possible values/Values found in BI A3 models:
- -1 (undefined)
- 1000
- 1010
- 1500
any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.
shadowbufferlodvis
DESC-TODO
Usage LODs:
- TODO
Default value: TODO
Possible values/Values found in BI A3 models:
any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.
shadowoffset
DESC-TODO
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 0.001
- 0.02
transparent
obsolete, no purpose now (verify)
Usage LODs:
- TODO
Default value: TODO
Possible values/Values found in BI A3 models:
- 1
viewdensitycoef
AI - detection through semi transparent objects.
Coef to hardcoded view density:
- default: -2.302585093f
- hardBush: -4.605170186f
- ForestPlain: -0.024079456087f
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models: [0.1 - 10 - 10000]
xcount
Used by animated flags - obsolete (verify)
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 6
xsize
Used by animated flags - obsolete (verify)
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 0.6534
- 0.99
- 1.3167
- 1.5
xstep
Values for movement settings, they are generated automatically when you optimize animation.
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- -0.025455
- -0.011045
- -0.000267
- -0.000161
- -0.000002
- -0.000000
- 0
- 0.000000
- 0.000001
- 0.000020
- 0.000144
- 0.001785
- 0.008392
- 0.112641
ycount
Used by animated flags - obsolete (verify)
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 5
ysize
Used by animated flags - obsolete (verify)
Usage LODs:
- Geometry LOD
Default value: TODO
Possible values/Values found in BI A3 models:
- 0.34848
- 0.528
- 0.70224
- 0.8