Named Properties: Difference between revisions
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[[ | {{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{{Feature|ofp|This page is about {{ofp}} and may be heavily outdated for later games.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 | |||
[[Map Symbols]] This appears to be an out of date ArmaOne reference doc but still has important info | |||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 | 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: | Possible values: | ||
* building: shows greyed rectangle. | * building: shows greyed rectangle. | ||
Line 32: | Line 36: | ||
* cross | * cross | ||
* forest | * forest | ||
* forest square | * forest square:only seen on ofp | ||
* forest triangle | * forest triangle:only seen on ofp | ||
* forest border | * forest border:only seen on ofp | ||
* fountain | * fountain | ||
* fortress | * fortress | ||
* fuelstation | * fuelstation | ||
* fence | * fence | ||
* hide (object will not be displayed on the map) Typical for streetlamps | * hide (object will not be displayed on the map, equivalent of not declaring a map= at all) Typical for streetlamps | ||
* hospital | * hospital | ||
* house | * house shows black rectangle and displayName= on mouseover in Mission Editor) | ||
* lighthouse | * lighthouse | ||
* mainroad | |||
* power lines // note the space | |||
* powersolar | |||
* powerwave | |||
* powerwind | |||
* quay | * quay | ||
* railway | |||
* rock | * rock | ||
* rocks | |||
* road | * 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 | * tree | ||
* view-tower | * track | ||
* view-tower // note the hyphen | |||
* wall | |||
* watertower | |||
---- | ---- | ||
====class==== | ==== class ==== | ||
Usage: Applies to Geometry LOD. Derives how an object fits onto, or into, the terrain surface. | 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 | 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: | Possible values: | ||
* building | * building* | ||
* bush | * bush | ||
* fuelstation | * fuelstation* | ||
* fence | * fence* | ||
* house | * house* | ||
**Required for | **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. | ***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: lights at night *providing* a suitable Land_xxx cfg'''NonAI'''vehicles class has been provided. | * streetlamp*: pre A3: lights at night *providing* a suitable Land_xxx cfg'''NonAI'''vehicles class has been provided. | ||
* housesimulated* A3 only: lights at night *providing* a suitable Land_xxx ""cfgvehicles"" class has been provided. | |||
* road (road or bridge) | * road (road or bridge) | ||
**There is no geometry lod, class= should be in 1st (and only) resolution lod of the model | **There is no geometry lod, class= should be in 1st (and only) resolution lod of the model | ||
* tree | * tree | ||
* pond (source: https://twitter.com/BXBX_BI/status/972102443818512385) | |||
ArmA only: | ArmA only: | ||
Line 83: | Line 105: | ||
---- | ---- | ||
====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. | ||
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: | 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 | |||
|} | |||
Note that destTypes have been butchered. There is NO destructWall enum. It is hard-wired in the engine. | |||
---- | ---- | ||
====canOcclude==== | ==== canOcclude ==== | ||
Usage: Geometry LOD / View Geometry LOD. | Usage: Geometry LOD / View Geometry LOD. | ||
Line 119: | Line 180: | ||
====canbeoccluded==== | ==== canbeoccluded ==== | ||
Usage: Geometry LOD / View Geometry LOD. | Usage: Geometry LOD / View Geometry LOD. | ||
Line 128: | Line 189: | ||
====Source & Credits==== | ==== Source & Credits ==== | ||
[[Map Symbols]] This appears to be an out of date ArmaOne reference doc but still has important info | |||
{{Link|link= http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=77fbd6a90c13623a4410a2caa2d52573;act=ST;f=50;t=29604|text= Source}} | |||
{{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
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.
- Required for *any* animations to work including ladders, doors, and attendant=.
- 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)