Named Properties: Difference between revisions

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[[category:Operation Flashpoint: Modelling]]
{{TOC|side}}
{{Feature|ofp|This page is about {{ofp}} and may be heavily outdated for later games. See [[Arma 3: Named Properties]] instead.}}


===Named Properties===
=== See Also ===
Named Properties can be set in Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P.
 
[[Map Symbols]] This appears to be an out of date ArmaOne reference doc but still has important info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 Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press {{Controls|Alt|P}}.




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====LodNoShadow====
==== LodNoShadow ====
Usage: all resolution LODs.
Usage: all resolution LODs.
Possible values: 1 or 0
Possible values: 1 or 0
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====map====
==== map ====
Usage: This property should be applied to Geometry LOD.
Usage: This property is only relevant to the Geometry LOD, and only relevant to objects (such as structures and vegetation) that are intended to be used in a wrp. It declares an appropriate icon to display on the in-game 2d map.
 
This property describes model appearance on in-game map.


Possible values:
Possible values:


 
* building: shows greyed rectangle.
* builiding
* bunker
* house (will display config.cpp object displayName /if defined/ on mouseover in Mission Editor)
* busstop
* tree
* bush
* bush
* church
* chapel
* cross
* forest
* forest
* rock
* forest square:only seen on ofp
* forest triangle:only seen on ofp
* forest border:only seen on ofp
* fountain
* fortress
* fuelstation
* fuelstation
* fence
* fence
* church
* hide (object will not be displayed on the map, equivalent of not declaring a map= at all) Typical for streetlamps
* chappel
* road
* hospital
* hospital
* house shows black rectangle and displayName= on mouseover in Mission Editor)
* lighthouse
* mainroad
* power lines // note the space
* powersolar
* powerwave
* powerwind
* quay
* quay
* lighthouse
* railway
* view-tower
* rock
* fountain
* rocks
* fortress
* road
* bunker
* ruin: nothing to do with bi's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.
* cross
* shiprwreck
* busstop
* smalltree
* forest square (?)
* stack
* forest triangle (?)
* transmitter
* forest border (?)
* tourism
* hide (object will not be displayed on the map)
* tree
 
* track
* view-tower // note the hyphen
* wall
* watertower


----
----


==== class ====
Usage: Applies to Geometry LOD. Derives how an object fits onto, or into, the terrain surface.


====class====
Class affects object behavior, simulation, destruction, and namesound. with extra considerations for class=house
Usage: This property should be applied to Geometry LOD. Object behavior/simulation model depends on this setting as well as namesound.
 
It should be noted , that the named property 'class', also derives , how an object fits to the terrain surface.


For example there is a difference between class house and class forest, where terrain surface match is calculated differently.
Note: a '*' means that class might require a Land_xxx config class


Possible values:
Possible values:


* building*
* bush
* fuelstation*
* fence*
* house*
**Required for *any* animations to work including ladders, doors, and attendant=.
***ARMA ONLY: 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 thru to actual game play.


* road (road or brige)
* streetlamp*: pre A3: lights at night *providing* a suitable Land_xxx cfg'''NonAI'''vehicles class has been provided.
* house (required for ladders and custom animations to work)
* housesimulated* A3 only: lights at night *providing* a suitable Land_xxx ""cfgvehicles"" class has been provided.
* building
* road (road or bridge)
**There is no geometry lod, class= should be in 1st (and only) resolution lod of the model
* tree
* tree
* bush
* pond (source: https://twitter.com/BXBX_BI/status/972102443818512385)
* fuelstation
* fence
* streetlamp
 


ArmA only:
ArmA only:
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----
----


====dammage or damage for ArmA====
==== dammage or damage for ArmA ====


Usage: Geometry LOD. This setting defines what happens to object after it is destroyed.
Usage: Geometry LOD. This setting defines what happens to object after it is destroyed.


Please note that armor value can be set via config.cpp.
A config.cpp is only relevant for editor placed objects OR baked in models with a land_xxx class (Geolod class=house)
 
Killed eventhandlers work under these circumstances, as does armor and destrtypes.


Killed eventhandler defined in config.cpp will also work for map embedded objects.




Possible values:
Possible values:


{| class="wikitable"
|-
! p3d damage=
! destrType enum
! Header text
|-
| none
| destructno (0)
| no visual change will be made when object is destroyed
|-
| building
| destructbuilding (1)
| object will bury in ground
|-
| house
| destructengine (2)
| object will be replaced by rubble (if any)otherwise behaves as building
|-
| tree
| destructtree (3)
| Pre A3: object will fall over
|-
|
|
| A3: object will randomly tilt
|-
| tent
| destructtent (4)
| object will flatten
|-
| wall
| destructWall
| {{arma3}} only. Falls over
|-
| fence
|
| object will fall over when destroyed
|-
| engine
|
| object will explode upon destruction (no rubble)
|-
| bush
|
| crushes
|}


* building
Note that destTypes have been butchered. There is NO destructWall enum. It is hard-wired in the engine.
* house
* tree (object will fall over when destroyed)
* fence (object will fall over when destroyed)
* engine (object will explode upon destruction)
* bush
* tent (object will collapse)
* no (no visual change will be made when object is destroyed)
 


----
----


====canOcclude====
==== canOcclude ====


Usage: Geometry LOD / View Geometry LOD.
Usage: Geometry LOD / View Geometry LOD.
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====canbeoccluded====
==== canbeoccluded ====


Usage: Geometry LOD / View Geometry LOD.
Usage: Geometry LOD / View Geometry LOD.
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====Source & Credits====
==== Source & Credits ====
 
[[Map Symbols]] This appears to be an out of date ArmaOne reference doc but still has important info


[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=77fbd6a90c13623a4410a2caa2d52573;act=ST;f=50;t=29604 Source]
{{Link|link= http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=77fbd6a90c13623a4410a2caa2d52573;act=ST;f=50;t=29604|text= Source}}


[http://ofp.gamepark.cz/_hosted/ag_smith/index.php?doc=8 Agent Smith's Page]
{{Link|link= http://ofp.gamepark.cz/_hosted/ag_smith/index.php?doc=8|text= Agent Smith's Page}}


Thanks to Agent_Smith, Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.
Thanks to Agent_Smith, Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.


--[[User:Berghoff|Berghoff]] 11:56, 13 June 2006 (CEST)
--[[User:Berghoff|Berghoff]] 11:56, 13 June 2006 (CEST)
{{GameCategory|ofp|Modelling}}

Latest revision as of 13:38, 10 March 2023

Operation Flashpoint
This page is about Operation Flashpoint and may be heavily outdated for later games. See Arma 3: Named Properties instead.

See Also

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 Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt + P.




LodNoShadow

Usage: all resolution LODs. Possible values: 1 or 0

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).




map

Usage: This property is only relevant to the Geometry LOD, and only relevant to objects (such as structures and vegetation) that are intended to be used in a wrp. It declares an appropriate icon to display on the in-game 2d map.

Possible values:

  • building: shows greyed rectangle.
  • bunker
  • busstop
  • bush
  • church
  • chapel
  • cross
  • forest
  • forest square:only seen on ofp
  • forest triangle:only seen on ofp
  • forest border:only seen on ofp
  • fountain
  • fortress
  • fuelstation
  • fence
  • 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
  • mainroad
  • power lines // note the space
  • powersolar
  • powerwave
  • powerwind
  • quay
  • railway
  • rock
  • rocks
  • road
  • ruin: nothing to do with bi's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.
  • shiprwreck
  • smalltree
  • stack
  • transmitter
  • tourism
  • tree
  • track
  • view-tower // note the hyphen
  • wall
  • watertower

class

Usage: Applies to Geometry LOD. 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

Possible values:

  • building*
  • bush
  • fuelstation*
  • fence*
  • house*
    • Required for *any* animations to work including ladders, doors, and attendant=.
      • ARMA ONLY: 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 thru to actual game play.
  • streetlamp*: pre A3: lights at night *providing* a suitable Land_xxx cfgNonAIvehicles class has been provided.
  • housesimulated* A3 only: lights at night *providing* a suitable Land_xxx ""cfgvehicles"" class has been provided.
  • road (road or bridge)
    • There is no geometry lod, class= should be in 1st (and only) resolution lod of the model
  • tree
  • pond (source: https://twitter.com/BXBX_BI/status/972102443818512385)

ArmA only:

  • BushSoft (for bushes that bend easy in slight wind)
  • BushHard
  • TreeSoft (for trees that sway longer in both direction)
  • TreeHard



dammage or damage for ArmA

Usage: Geometry LOD. This setting defines what happens to object after it is destroyed.

A config.cpp is only relevant for editor placed objects OR baked in models with a land_xxx class (Geolod class=house)

Killed eventhandlers work under these circumstances, as does armor and destrtypes.


Possible values:

p3d damage= destrType enum Header text
none destructno (0) no visual change will be made when object is destroyed
building destructbuilding (1) object will bury in ground
house destructengine (2) object will be replaced by rubble (if any)otherwise behaves as building
tree destructtree (3) Pre A3: object will fall over
A3: object will randomly tilt
tent destructtent (4) object will flatten
wall destructWall Arma 3 only. Falls over
fence object will fall over when destroyed
engine object will explode upon destruction (no rubble)
bush crushes

Note that destTypes have been butchered. There is NO destructWall enum. It is hard-wired in the engine.


canOcclude

Usage: Geometry LOD / View Geometry LOD.

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.




canbeoccluded

Usage: Geometry LOD / View Geometry LOD. 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).




Source & Credits

Map Symbols This appears to be an out of date ArmaOne reference doc but still has important info

Source (dead link)

Agent Smith's Page link courtesy of
OFP-Faguss.com

Thanks to Agent_Smith, Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.

--Berghoff 11:56, 13 June 2006 (CEST)