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| The following is temporary...
| | <blockquote>Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures. |
| ----
| |
| 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.
| |
| | |
| <code><nowiki>/* | |
| 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.
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| If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission
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| and select a new playable character or the same playable character you will
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| become a 'JIP_CLIENT'.
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| 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{
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| if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";};
| |
| };
| |
| | |
| call compile preprocessFileLineNumbers "scripts\common\init.sqf";
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| call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context];
| |
| | |
| processInitCommands;
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| finishMissionInit;
| |
| </nowiki></code>
| |
| | |
| 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.
| |
| | |
| <b>10000</b> is the 'Stencil Shadow' LOD.
| |
| * What is LOD <b>10010</b>?
| |
| | |
| What is the <b>11000</b> LOD, seems to have approx. 1/3 of the Poly's of a 'Stencil Shadow' LOD.
| |
| | |
| What is LOD <b>11010</b>?
| |
| | |
| | |
| | |
|
| |
|
| | As written in http://community.bistudio.com/wiki/ArmA:_RVMAT |
| | value of each pixel is calculated with RVMAT values and engine lighting values. |
|
| |
|
| === Model Stuff === | | Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular. |
|
| |
|
| | When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values.</blockquote> [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}134290c3fb57034d4ebf2ab6bf49ea89;act=ST;f=76;t=68158; Specular Map info. from Armoured Sheep] |
|
| |
|
| *'''OFP2_ManSkeleton''' (has 75 Bones)
| | [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}df217ce91fb8aa1c98a227c3387ceab3;act=ST;f=76;t=68241; Shadow Volume info from Armoured Sheep] |
|
| |
|
| **neck
| | (Note to self) |
| ***neck1
| | At some stage it might be a good idea (of course it may just as well not be...) to have a listing of common rvmat material settings with a reference picture. |
| ****head
| | Maybe specifying shaders, values etc. for common materials such as metals, masonary etc. |
| *****lbrow
| | Might be something OFPEC might be more suited too as it may get 'out of hand' with a 'thousand' blood textures/materials or something just as stupid... anyhow, this is a reminder note to look at it in the future... |
| *****mbrow
| |
| *****rbrow
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| *****lmouth
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| *****mmouth
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| *****rmouth
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| *****eyelids (10)
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| *****llip
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| **weapon
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| **launcher
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| **camera
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| **spine
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| **spine1
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| **spine2
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| **spine3
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| **pelvis
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| **leftshoulder (20)
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| **leftarm
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| **leftarmroll
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| **leftforearm
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| **leftforearmroll
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| **lefthand
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| **lefthandring
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| **lefthandring1
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| **lefthandring2
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| **lefthandring3
| |
| **lefthandpinky1 (30)
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| **lefthandpinky2
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| **lefthandpinky3
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| **lefthandmiddle1
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| **lefthandmiddle2
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| **lefthandmiddle3
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| **lefthandindex1
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| **lefthandindex2
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| **lefthandindex3
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| **lefthandthumb1
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| **lefthandthumb2 (40)
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| **lefthandthumb3
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| **rightshoulder
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| **rightarm
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| **rightarmroll
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| **rightforearm
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| **rightforearmroll
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| **righthand
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| **righthandring
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| **righthandring1
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| **righthandring2 (50)
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| **righthandring3
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| **righthandpinky1
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| **righthandpinky2
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| **righthandpinky3
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| **righthandmiddle1
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| **righthandmiddle2
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| **righthandmiddle3
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| **righthandindex1
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| **righthandindex2
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| **righthandindex3 (60)
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| **righthandthumb1
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| **righthandthumb2
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| **righthandthumb3
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| **leftupleg
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| **leftuplegroll
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| **leftleg
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| **leftlegroll
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| **leftfoot
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| **lefttoebase
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| **rightupleg (70)
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| **rightuplegroll
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| **rightleg
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| **rightlegroll
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| **rightfoot
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| **righttoebase (75)
| |
|
| |
|
| | (Another Note to self) |
| | Start a discussion at some stage on the forums regarding bringing new character models in. |
| | Specificaly, different sized models from the current BIS content. |
| | This discussion would result in some general consensus regarding one (or more) 'sizes'. |
| | That is, all current rtm's and units are based around a model size of 1.8 metres. (apart from some which are unit specific ones...)If there was some community consensus, then perhaps (as an example) one could have some 5'6" (165cm) characters, or 4-5 ft. characters. |
| | Also, a characters volume would need to agreed upon. These, sorts of issues would only be necessary if there was a desire to have rtm's that could work with models from disparate sources. Also, a naming convention, similar maybe to bis's but also including a size reference. |
| ---- | | ---- |
| | [quote=Armored_Sheep,April 23 2008,03:56]For working animated material that is bind to vehicle damage you need: |
|
| |
|
| == M1_Abrams.p3d ==
| | 1) selection on your model that contains faces with animated material (switch one rvmat to another) |
| | | 2) damage materials |
| :* Has <b>19</b> LOD's.
| | 3) section defined in model.cfg for the animated selection |
| :* 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.
| | 4) hitzone definition in config.cpp in class HitPoint* where the selection is written |
| | | 5) class dammage in config.cpp where switching materials are defined |
| :* <b>The first LOD in the file</b> (which ever LOD that might be...) has <b>6302</b> Poly's.
| | 6) Model and all its sources must be binarised (packed) in PBO[/quote] |
| :: 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
| |
| *koll2
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| *koll3
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| *koll4
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| *koll5
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| *koll6
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| *koll7
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| *koll8
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| *kolp1
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| *kolp2 (10)
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| *kolp3
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| *kolp4
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| *kolp5
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| *kolp6
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| *kolp7
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| *kolp8
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| *podkolol1
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| **kolol1
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| **podkolol1_hide
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| *podkolol2 (20)
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| **kolol2
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| **podkolol2_hide
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| *podkolol3
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| **kolol3
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| **podkolol3_hide
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| *podkolol4
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| **kolol4
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| **podkolol4_hide
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| *podkolol5
| |
| **kolol5 (30)
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| **podkolol5_hide
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| *podkolol6
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| **kolol6
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| **podkolol6_hide
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| *podkolol7
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| **kolol7
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| **podkolol7_hide
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| *podkolol8
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| **kolol8
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| **podkolol8_hide (40)
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| *podkolop1
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| **kolop1
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| **podkolop1_hide
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| *podkolop2
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| **kolop2
| |
| **podkolop2_hide
| |
| *podkolop3
| |
| **kolop3
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| **podkolop3_hide
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| *podkolop4 (50)
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| **kolop4
| |
| **podkolop4_hide
| |
| *podkolop5
| |
| **kolop5
| |
| **podkolop5_hide
| |
| *podkolop6
| |
| **kolop6
| |
| **podkolop6_hide
| |
| *podkolop7
| |
| **kolop7 (60)
| |
| **podkolop7_hide
| |
| *podkolop8
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| **kolop8
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| **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
| |
| | |
| | |
| <b>Animation Selections</b> (61 in total)
| |
| | |
| {| border="1"
| |
| ! No. !! AnimSelection !! AnimSource
| |
| |-
| |
| |-
| |
| |align="middle"| [0] ||align="middle"| damageHide ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [1] ||align="middle"| HatchDriver ||align="middle"| hatchDriver
| |
| |-
| |
| |align="middle"| [2] ||align="middle"| Wheel_kolL1 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [3] ||align="middle"| Wheel_koloL1 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [4] ||align="middle"| Wheel_podkoloL1 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [5] ||align="middle"| Wheel_kolP1 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [6] ||align="middle"| Wheel_koloP1 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [7] ||align="middle"| Wheel_podkoloP1 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [8] ||align="middle"| Wheel_kolL2 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [9] ||align="middle"| Wheel_kolP2 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [10] || align="middle"| Wheel_koloL2 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [11] || align="middle"| Wheel_koloL3 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [12] || align="middle"| Wheel_koloL4 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [13] || align="middle"| Wheel_koloL5 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [14] || align="middle"| Wheel_koloL6 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [15] || align="middle"| Wheel_koloL7 ||align="middle"| wheelL
| |
| |-
| |
| |align="middle"| [16] || align="middle"| Wheel_koloP2 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [17] || align="middle"| Wheel_koloP3 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [18] || align="middle"| Wheel_koloP4 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [19] || align="middle"| Wheel_koloP5 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [20] || align="middle"| Wheel_koloP6 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [21] || align="middle"| Wheel_koloP7 ||align="middle"| wheelR
| |
| |-
| |
| |align="middle"| [22] || align="middle"| Wheel_podkoloL2 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [23] || align="middle"| Wheel_podkoloL3 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [24] || align="middle"| Wheel_podkoloL4 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [25] || align="middle"| Wheel_podkoloL5 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [26] || align="middle"| Wheel_podkoloL6 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [27] || align="middle"| Wheel_podkoloL7 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [28] || align="middle"| Wheel_podkoloL8 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [29] || align="middle"| Wheel_podkoloP2 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [30] || align="middle"| Wheel_podkoloP3 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [31] || align="middle"| Wheel_podkoloP4 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [32] || align="middle"| Wheel_podkoloP5 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [33] || align="middle"| Wheel_podkoloP6 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [34] || align="middle"| Wheel_podkoloP7 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [35] || align="middle"| Wheel_podkoloP8 ||align="middle"| damper
| |
| |-
| |
| |align="middle"| [36] || align="middle"| podkoloL1_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [37] || align="middle"| podkoloL2_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [38] || align="middle"| podkoloL3_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [39] || align="middle"| podkoloL4_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [40] || align="middle"| podkoloL5_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [41] || align="middle"| podkoloL6_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [42] || align="middle"| podkoloL7_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [43] || align="middle"| podkoloL8_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [44] || align="middle"| podkoloP1_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [45] || align="middle"| podkoloP2_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [46] || align="middle"| podkoloP3_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [47] || align="middle"| podkoloP4_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [48] || align="middle"| podkoloP5_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [49] || align="middle"| podkoloP6_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [50] || align="middle"| podkoloP7_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [51] || align="middle"| podkoloP8_hide_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [52] || align="middle"| damageVez ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [53] || align="middle"| MainTurret ||align="middle"| mainTurret
| |
| |-
| |
| |align="middle"| [54] || align="middle"| MainGun ||align="middle"| mainGun
| |
| |-
| |
| |align="middle"| [55] || align="middle"| ObsTurret ||align="middle"| obsTurret
| |
| |-
| |
| |align="middle"| [56] || align="middle"| ObsGun ||align="middle"| obsGun
| |
| |-
| |
| |align="middle"| [57] || align="middle"| HatchCommander ||align="middle"| hatchCommander
| |
| |-
| |
| |align="middle"| [58] || align="middle"| OtocVelitele_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [59] || align="middle"| poklop_commander_damage ||align="middle"| damage
| |
| |-
| |
| |align="middle"| [60] || align="middle"| poklop_driver_damage ||align="middle"| damage
| |
| |-
| |
| |}
| |
| | |
|
| |
|
| | [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}80c14cab8ca372df9a0a12fad8eda748;act=ST;f=80;t=72938; Damage Textures] |
| ---- | | ---- |
|
| |
|
| == UH_60MG.p3d == | | == Undocumented O2Script 'callRuntime' command parameters == |
|
| |
|
| Basically a good Air Model should have about <b>8</b> LOD's + the necessary LOD's.
| | Following is a list of (so far anyway) undocumented O2 commands that can be called via the O2Script command 'callRuntime'. |
|
| |
|
| :* Has <b>24</b> LOD's.
| | eg. |
| :* 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.
| | _LoD callRuntime "isolatedpts"; |
|
| |
|
| <b>UH60MGSkeleton</b> (has 34 Bones)
| | :: From O2Script make a call to the runtime to 'select isolated points'. |
|
| |
|
| *velka vrtule
| | facegraph |
| *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)
| |
|
| |
|
| | hidesel |
|
| |
|
| ----
| | unhidesel |
|
| |
|
| | locksel |
|
| |
|
| == ODOL v40 File Format ==
| | unlocksel |
|
| |
|
| === Introduction ===
| | recalcnorms |
|
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|
| The general file format of a ArmA ODOL v40 p3d model file is similar to the ODOL v7 format.
| | sortanims |
| The major differences are that in ArmA models there is now included (but not always) a model.cfg and the resolutions are ordered in the file in reverse numerical order.
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|
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| The order of resolutions denoted in the header portion of the file is <b>not</b> necessarily the numerical order of the resolutions. (often the 11,000 resolution is the last in the header array)
| | squarizesel |
| The header resolutions need to be sorted in descending order. The resultant sorted array of resolutions is the order in which they appear in the file.
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|
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| | triangulatesel |
|
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|
| ==== Legend ====
| | selhidden |
|
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|
| {| border="0"
| | checkclosed |
| !width="100"|Type
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| !width="300" align="left"|Description
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| |-
| |
| |-
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| |align="middle"|byte||align="left"| 8 bit (1 byte)
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| |-
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| |align="middle"|ushort||align="left"| 16 bit unsigned short (2 bytes)
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| |-
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| |align="middle"|int||align="left"| 32 bit signed integer (4 bytes)
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| |-
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| |align="middle"|float||align="left"| 32 bit signed single precision floating point value (4 bytes)
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| |-
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| |align="middle"|asciiz||align="left"| Null terminated (0x00) variable length ascii string
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| |-
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| |-
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| |}
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|
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| | closetopo |
|
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| | removecompo |
|
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|
| === Enums ===
| | createcompo |
|
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|
| <code><nowiki>
| | compoconvexhull |
| int enum PixelShaderId
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| {
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| Normal = 0x00,
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| NormalMap = 0x02,
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| NormalMapMacroASSpecularMap = 0x14,
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| NormalMapSpecularDIMap = 0x16,
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| NormalMapMacroASSpecularDIMap = 0x18,
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| AlphaShadow = 0x0C,
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| AlphaNoShadow = 0x0D,
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| Glass = 0x38,
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| Detail = 0x06,
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| NormalMapSpecularMap = 0x12
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| }
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| </nowiki></code>
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|
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|
| <code><nowiki>
| | checkconvexcompo |
| int enum VertexShaderId
| |
| {
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| Basic = 0x00,
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| NormalMap = 0x01,
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| NormalMapAS = 0x0F
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| }
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| </nowiki></code>
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|
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| | checkconvexity |
|
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|
| === Structures ===
| | autosharp |
|
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|
| <code><nowiki>
| | makesharp |
| struct structP3DHeader
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| {
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| string Filetype; //eg. ODOL
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| int Version; //eg. 0x2800 0000 = 40
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| int NoOfResolutions;
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| float[NoOfResolutions] HeaderResolutions;
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| }
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| </nowiki></code>
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|
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|
| <code><nowiki>
| | mirroranim |
| structBone
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| {
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| asciiz Bone;
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| asciiz Parent;
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| }
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| </nowiki></code>
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|
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|
| <code><nowiki>
| | halfrateanim |
| structSkeleton
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| {
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| asciiz SkeletonName;
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| bool isInherited;
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| int NoOfBones;
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| structBone[NoOfBones] Bones;
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| }
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| </nowiki></code>
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|
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|
| <code><nowiki>
| | texlist |
| structAnimation
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| {
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| int AnimTransformType;
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| string AnimSelection;
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| string AnimSource;
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| if (AnimTransformType == 9)
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| {
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| float[6] Transforms;
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| }
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| else
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| {
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| float[7] Transforms;
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| }
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| }
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| </nowiki></code>
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|
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|
| === File Format ===
| | matlist |
|
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| <code><nowiki>
| | proxylist |
|
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|
| ODOLv40
| | cropsel |
| {
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| structP3DHeader Header;
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| byte[155] Unknown;
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| structSkeleton Skeleton;
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| byte unknown1;
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| if(unknown1 == 0x00) {byte unknown2};
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| byte[32] unknown3;
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| int unknown4;
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| byte unknown5;
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| asciiz unknown6;
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| byte[6] unknown7;
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| bool AnimsExist;
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| if (AnimsExist)
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| {
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| int NoOfAnimSelections;
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| structAnimation[NoOfAnimSelections] Animations;
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| }
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| }
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|
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|
| </nowiki></code>
| | optimize |
|
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|
| === Reference Tables ===
| | isolatedpts |
|
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|
| Note: These are not part of the p3d model file but are reference tables used for processing.
| | chkmapping |
|
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|
| ==== Resolutions ====
| | chkstvects |
|
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|
| <code><nowiki>
| | chkfaces |
| refResolutions
| |
| {
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| float Resolution;
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| string ResolutionName;
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| }
| |
| </nowiki></code>
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|
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|
| {| border="0"
| | repairfaces |
| !width="50" align="left"|Value
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| !width="150" align="left"|Value
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| !width="300" align="left"|Description
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| |-
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| |-
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| |align="left"|1.0e3||align="left"|1,000||align="left"|View Gunner
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| |-
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| |align="left"|1.1e3||align="left"|1,100||align="left"|View Pilot
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| |-
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| |align="left"|1.2e3||align="left"|1,200||align="left"|View Cargo
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| |-
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| |align="left"|1.0e4||align="left"|10,000||align="left"|Stencil Shadow
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| |-
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| |align="left"|1.001e4||align="left"|10,010||align="left"|Stencil Shadow 2
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| |-
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| |align="left"|1.1e4||align="left"|11000||align="left"|Shadow Volume
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| |-
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| |align="left"|1.101e4||align="left"|11010||align="left"|Shadow Volume 2
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| |-
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| |align="left"|1.0e13||align="left"|10,000,000,000,000||align="left"|Geometry
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| |-
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| |align="left"|1.0e15||align="left"|1,000,000,000,000,000||align="left"|Memory
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| |-
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| |align="left"|2.0e15||align="left"|2,000,000,000,000,000||align="left"|Land Contact
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| |-
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| |align="left"|3.0e15||align="left"|3,000,000,000,000,000||align="left"|Roadway
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| |-
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| |align="left"|4.0e15||align="left"|4,000,000,000,000,000||align="left"|Paths
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| |-
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| |align="left"|5.0e15||align="left"|5,000,000,000,000,000||align="left"|HitPoints
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| |-
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| |align="left"|6.0e15||align="left"|6,000,000,000,000,000||align="left"|View Geometry
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| |-
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| |align="left"|7.0e15||align="left"|7,000,000,000,000,000||align="left"|Fire Geometry
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| |-
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| |align="left"|8.0e15||align="left"|8,000,000,000,000,000||align="left"|View Cargo Geometry
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| |-
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| |align="left"|9.0e15||align="left"|9,000,000,000,000,000||align="left"|View Cargo Fire Geometry
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| |-
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| |align="left"|1.0e16||align="left"|10,000,000,000,000,000||align="left"|View Commander
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| |-
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| |align="left"|1.1e16||align="left"|11,000,000,000,000,000||align="left"|View Commander Geometry
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| |-
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| |align="left"|1.2e16||align="left"|12,000,000,000,000,000||align="left"|View Commander Fire Geometry
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| |-
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| |align="left"|1.3e16||align="left"|13,000,000,000,000,000||align="left"|View Pilot Geometry
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| |-
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| |align="left"|1.4e16||align="left"|14,000,000,000,000,000||align="left"|View Pilot Fire Geometry
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| |-
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| |align="left"|1.5e16||align="left"|15,000,000,000,000,000||align="left"|View Gunner Geometry
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| |-
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| |align="left"|1.6e16||align="left"|16,000,000,000,000,000||align="left"|View Gunner Fire Geometry
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| |-
| |
| |-
| |
| |}
| |
|
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|
| | degfaces |
|
| |
|
| ==== Material Stages ====
| | smoothgroups |
|
| |
|
| The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine.
| | countsections |
| A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.
| |
|
| |
|
| <code><nowiki>
| | getsections |
| refShaderStages
| |
| {
| |
| int PixelShaderId;
| |
| int NoOfStages;
| |
| };
| |
| </nowiki></code>
| |
|
| |
|
| {| border="0"
| | ---- |
| !width="350" align="left"|PixelShaderId enum
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| !width="50" align="left"|NoOfStages
| |
| |-
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| |-
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| |align="left"|PixelShaderId.Normal||align="left"|0
| |
| |-
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| |align="left"|PixelShaderId.NormalMapSpecularDIMap||align="left"|2
| |
| |-
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| |align="left"|PixelShaderId.AlphaNoShadow||align="left"|0
| |
| |-
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| |align="left"|PixelShaderId.AlphaShadow||align="left"|0
| |
| |-
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| |align="left"|PixelShaderId.NormalMapMacroASSpecularDIMap||align="left"|4
| |
| |-
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| |align="left"|PixelShaderId.Glass||align="left"|2
| |
| |-
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| |align="left"|PixelShaderId.Detail||align="left"|1
| |
| |-
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| |align="left"|PixelShaderId.NormalMap||align="left"|3
| |
| |-
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| |align="left"|PixelShaderId.NormalMapMacroASSpecularMap||align="left"|4
| |
| |-
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| |align="left"|PixelShaderId.NormalMapSpecularMap||align="left"|2
| |
| |-
| |
| |-
| |
| |}
| |