Synide – User talk

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*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.


== LOD Stuff ==
=== LOD Stuff ===


A typical 'character' model has approx. '''16''' LOD's.
A typical 'character' model has approx. '''16''' LOD's.
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== Animation Stuff ==
=== Model Stuff ===




*'''OFP2_ManSkeleton''' (has 75 Bones)
*'''OFP2_ManSkeleton''' (has 75 Bones)
**neck
**neck
***neck1
***neck1
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----
----


M1A1Skeleton (has 81 Bones)
== M1_Abrams.p3d ==
 
:* Has <b>19</b> LOD's.
:* 1,2,3.5,7,10,15,20,1000,1200,10000,10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry),11000 and 11010.
 
:* <b>The first LOD in the file</b> (which ever LOD that might be...) has <b>6302</b> Poly's.
:: This first LOD has 20 Components
::: otochlaven (has 735 selected faces)
::: otocvez (has 1634 selected faces)
::: zasleh (has 1 selected face)
::: otocvelitele (has 651 selected faces)
::: poklop_commander (has 432 selected faces)
::: poklop_gunner (has 170 selected faces)
::: proxy:\ca\temp\proxies\abrams\gunner.01
::: proxy:\ca\wheeled\flag_alone.01
::: proxy:\ca\temp\proxies\abrams\commander.01
::: otochlavenvelitele (has 2668 selected faces)
::: feedtray_cover (has 85 selected faces)
::: bolt (has 6 selected faces)
::: charging_handle (has 50 selected faces)
::: \ca\weapons\m2_static.01 (has 1158 selected faces)
::: zasleh_1 (has 1 selected face)
::: telo (has 6297 selected faces)
::: damagehide (has 792 selected faces)
::: damagevez (has 317 selected faces)
::: proxy:\ca\weapons\zasleh2_proxy.001 (has 1 selected face)
::: proxy:\ca\weapons\zasleh2_proxy.002 (has 1 selected face)
 
:* Has 1 property. (lodnoshadow=1)
 
 
<b>M1A1Skeleton</b> (has 81 Bones)
 
*koll1
*koll1
*koll2
*koll2
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**damagevez (80)
**damagevez (80)
*poklop_driver
*poklop_driver
----
== UH_60MG.p3d ==
Basically a good Air Model should have about <b>8</b> LOD's + the necessary LOD's.
:* Has <b>24</b> LOD's.
:* 1,2,3,4,5,6,7,8, 1000, 1100, 1200, 10000, 10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry), 8.0e15 (View Cargo-Geometry), 1.3e16 (View Pilot-Geometry), 1.5e16 (View Gunner-Geometry), 11000 and 11010.
:* Has approx. <b>14768</b> Poly's in most detailed LOD.
<b>UH60MGSkeleton</b> (has 34 Bones)
*velka vrtule
*mala vrtule
*otocvez
**otochlaven
***gatling_1
*alt
*alt2
*nm_alt
*nm_alt2
*mph (10)
*mph2
*vert_speed
*vert_speed2
*rpm
*rpm2
*horizont_dive
**horizont
*horizont2_dive
**horizont2
*kompas (20)
*kompas2
*hodinova
*hodinova2
*minutova
*minutova2
*damagehide
*rotorshaft
*dampers
*damper_rear
*elevator (30)
*horizont_dive2
*otocvez_1
**otochlaven_1
***gatling_2 (34)

Revision as of 10:35, 30 June 2007

The following is temporary...


This is my init.sqf file I use in all my missions. It correctly identifies in what context the init.sqf file is being run.

/* Synide 11/6/2007 v1.0 Things to note... If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn. If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission and select a new playable character or the same playable character you will become a 'JIP_CLIENT'. If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends. */ //init.sqf debug=false; if (isServer) then { if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";}; }else{ if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";}; }; call compile preprocessFileLineNumbers "scripts\common\init.sqf"; call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context]; processInitCommands; finishMissionInit;

Things to note about the above for MP only.

  • If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn.
  • If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
  • If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.

LOD Stuff

A typical 'character' model has approx. 16 LOD's.

10000 is the 'Stencil Shadow' LOD.

  • What is LOD 10010?

What is the 11000 LOD, seems to have approx. 1/3 of the Poly's of a 'Stencil Shadow' LOD.

What is LOD 11010?



Model Stuff

  • OFP2_ManSkeleton (has 75 Bones)
    • neck
      • neck1
        • head
          • lbrow
          • mbrow
          • rbrow
          • lmouth
          • mmouth
          • rmouth
          • eyelids (10)
          • llip
    • weapon
    • launcher
    • camera
    • spine
    • spine1
    • spine2
    • spine3
    • pelvis
    • leftshoulder (20)
    • leftarm
    • leftarmroll
    • leftforearm
    • leftforearmroll
    • lefthand
    • lefthandring
    • lefthandring1
    • lefthandring2
    • lefthandring3
    • lefthandpinky1 (30)
    • lefthandpinky2
    • lefthandpinky3
    • lefthandmiddle1
    • lefthandmiddle2
    • lefthandmiddle3
    • lefthandindex1
    • lefthandindex2
    • lefthandindex3
    • lefthandthumb1
    • lefthandthumb2 (40)
    • lefthandthumb3
    • rightshoulder
    • rightarm
    • rightarmroll
    • rightforearm
    • rightforearmroll
    • righthand
    • righthandring
    • righthandring1
    • righthandring2 (50)
    • righthandring3
    • righthandpinky1
    • righthandpinky2
    • righthandpinky3
    • righthandmiddle1
    • righthandmiddle2
    • righthandmiddle3
    • righthandindex1
    • righthandindex2
    • righthandindex3 (60)
    • righthandthumb1
    • righthandthumb2
    • righthandthumb3
    • leftupleg
    • leftuplegroll
    • leftleg
    • leftlegroll
    • leftfoot
    • lefttoebase
    • rightupleg (70)
    • rightuplegroll
    • rightleg
    • rightlegroll
    • rightfoot
    • righttoebase (75)

M1_Abrams.p3d

  • Has 19 LOD's.
  • 1,2,3.5,7,10,15,20,1000,1200,10000,10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry),11000 and 11010.
  • The first LOD in the file (which ever LOD that might be...) has 6302 Poly's.
This first LOD has 20 Components
otochlaven (has 735 selected faces)
otocvez (has 1634 selected faces)
zasleh (has 1 selected face)
otocvelitele (has 651 selected faces)
poklop_commander (has 432 selected faces)
poklop_gunner (has 170 selected faces)
proxy:\ca\temp\proxies\abrams\gunner.01
proxy:\ca\wheeled\flag_alone.01
proxy:\ca\temp\proxies\abrams\commander.01
otochlavenvelitele (has 2668 selected faces)
feedtray_cover (has 85 selected faces)
bolt (has 6 selected faces)
charging_handle (has 50 selected faces)
\ca\weapons\m2_static.01 (has 1158 selected faces)
zasleh_1 (has 1 selected face)
telo (has 6297 selected faces)
damagehide (has 792 selected faces)
damagevez (has 317 selected faces)
proxy:\ca\weapons\zasleh2_proxy.001 (has 1 selected face)
proxy:\ca\weapons\zasleh2_proxy.002 (has 1 selected face)
  • Has 1 property. (lodnoshadow=1)


M1A1Skeleton (has 81 Bones)

  • koll1
  • koll2
  • koll3
  • koll4
  • koll5
  • koll6
  • koll7
  • koll8
  • kolp1
  • kolp2 (10)
  • kolp3
  • kolp4
  • kolp5
  • kolp6
  • kolp7
  • kolp8
  • podkolol1
    • kolol1
    • podkolol1_hide
  • podkolol2 (20)
    • kolol2
    • podkolol2_hide
  • podkolol3
    • kolol3
    • podkolol3_hide
  • podkolol4
    • kolol4
    • podkolol4_hide
  • podkolol5
    • kolol5 (30)
    • podkolol5_hide
  • podkolol6
    • kolol6
    • podkolol6_hide
  • podkolol7
    • kolol7
    • podkolol7_hide
  • podkolol8
    • kolol8
    • podkolol8_hide (40)
  • podkolop1
    • kolop1
    • podkolop1_hide
  • podkolop2
    • kolop2
    • podkolop2_hide
  • podkolop3
    • kolop3
    • podkolop3_hide
  • podkolop4 (50)
    • kolop4
    • podkolop4_hide
  • podkolop5
    • kolop5
    • podkolop5_hide
  • podkolop6
    • kolop6
    • podkolop6_hide
  • podkolop7
    • kolop7 (60)
    • podkolop7_hide
  • podkolop8
    • kolop8
    • podkolop8_hide
  • ukaz_rychlo
  • ukaz_rychlo2
  • ukaz_rpm
  • ukaz_radar
  • hodinova
  • minutova (70)
  • kompas
  • ukazsmer
  • damagehide
  • otocvez
    • otochlaven
    • otocvelitele
      • otochlavenvelitele
      • poklop_commander
    • poklop_gunner
    • damagevez (80)
  • poklop_driver

UH_60MG.p3d

Basically a good Air Model should have about 8 LOD's + the necessary LOD's.

  • Has 24 LOD's.
  • 1,2,3,4,5,6,7,8, 1000, 1100, 1200, 10000, 10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry), 8.0e15 (View Cargo-Geometry), 1.3e16 (View Pilot-Geometry), 1.5e16 (View Gunner-Geometry), 11000 and 11010.
  • Has approx. 14768 Poly's in most detailed LOD.

UH60MGSkeleton (has 34 Bones)

  • velka vrtule
  • mala vrtule
  • otocvez
    • otochlaven
      • gatling_1
  • alt
  • alt2
  • nm_alt
  • nm_alt2
  • mph (10)
  • mph2
  • vert_speed
  • vert_speed2
  • rpm
  • rpm2
  • horizont_dive
    • horizont
  • horizont2_dive
    • horizont2
  • kompas (20)
  • kompas2
  • hodinova
  • hodinova2
  • minutova
  • minutova2
  • damagehide
  • rotorshaft
  • dampers
  • damper_rear
  • elevator (30)
  • horizont_dive2
  • otocvez_1
    • otochlaven_1
      • gatling_2 (34)