Named Properties: Difference between revisions

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* 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 OFP:(will display config.cpp object displayName on mouseover in Mission Editor)
* house OFP:(will display config.cpp object displayName on mouseover in Mission Editor)
* house ARMA: no apparent difference between this and 'building'
* house ARMA: no apparent difference between this and 'building'
* lighthouse
* lighthouse
* none  same as hide
* quay
* quay
* rock
* rock

Revision as of 04:18, 31 March 2011


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 should be applied to Geometry LOD. It describes model appearance on in-game 2d map. It does not affect the wrp content. Changes to the model, affect the display, not, the wrp. In general an icon is associated with different names.

Possible values:


  • building: shows greyed rectangle.
  • bunker
  • busstop
  • bush
  • church
  • chapel
  • cross
  • forest
  • forest square (?)
  • forest triangle (?)
  • forest border (?)
  • 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 OFP:(will display config.cpp object displayName on mouseover in Mission Editor)
  • house ARMA: no apparent difference between this and 'building'
  • lighthouse
  • none same as hide
  • quay
  • rock
  • road
  • ruin: nothing to do with bi's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.
  • tree
  • view-tower

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

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: lights at night *providing* a suitable Land_xxx cfgNonAIvehicles 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

Note * means that class requires a Land_xxx config class

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.

Please note that armor value can be set via config.cpp.

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


Possible values:


  • building
  • 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

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

Source

Agent Smith's Page

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

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