Synide – User talk
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**damagevez (80) | **damagevez (80) | ||
*poklop_driver | *poklop_driver | ||
<b>Animation Selections</b> (61 in total) | |||
{| border="0" | |||
! No. !! AnimSelection !! AnimSource | |||
|- | |||
|- | |||
| [0] || damageHide || damage | |||
|- | |||
| [1] || HatchDriver || hatchDriver | |||
|- | |||
| [2] || Wheel_kolL1 || wheelL | |||
|- | |||
| [3] || Wheel_koloL1 || wheelL | |||
|- | |||
| [4] || Wheel_podkoloL1 || damper | |||
|- | |||
| [5] || Wheel_kolP1 || wheelR | |||
|- | |||
| [6] || Wheel_koloP1 || wheelR | |||
|- | |||
| [7] || Wheel_podkoloP1 || damper | |||
|- | |||
| [8] || Wheel_kolL2 || wheelL | |||
|- | |||
| [9] || Wheel_kolP2 || wheelR | |||
|- | |||
| [10] || Wheel_koloL2 || wheelL | |||
|- | |||
| [11] || Wheel_koloL3 || wheelL | |||
|- | |||
| [12] || Wheel_koloL4 || wheelL | |||
|- | |||
| [13] || Wheel_koloL5 || wheelL | |||
|- | |||
| [14] || Wheel_koloL6 || wheelL | |||
|- | |||
| [15] || Wheel_koloL7 || wheelL | |||
|- | |||
| [16] || Wheel_koloP2 || wheelR | |||
|- | |||
| [17] || Wheel_koloP3 || wheelR | |||
|- | |||
| [18] || Wheel_koloP4 || wheelR | |||
|- | |||
| [19] || Wheel_koloP5 || wheelR | |||
|- | |||
| [20] || Wheel_koloP6 || wheelR | |||
|- | |||
| [21] || Wheel_koloP7 || wheelR | |||
|- | |||
| [22] || Wheel_podkoloL2 || damper | |||
|- | |||
| [23] || Wheel_podkoloL3 || damper | |||
|- | |||
| [24] || Wheel_podkoloL4 || damper | |||
|- | |||
| [25] || Wheel_podkoloL5 || damper | |||
|- | |||
| [26] || Wheel_podkoloL6 || damper | |||
|- | |||
| [27] || Wheel_podkoloL7 || damper | |||
|- | |||
| [28] || Wheel_podkoloL8 || damper | |||
|- | |||
| [29] || Wheel_podkoloP2 || damper | |||
|- | |||
| [30] || Wheel_podkoloP3 || damper | |||
|- | |||
| [31] || Wheel_podkoloP4 || damper | |||
|- | |||
| [32] || Wheel_podkoloP5 || damper | |||
|- | |||
| [33] || Wheel_podkoloP6 || damper | |||
|- | |||
| [34] || Wheel_podkoloP7 || damper | |||
|- | |||
| [35] || Wheel_podkoloP8 || damper | |||
|- | |||
| [36] || podkoloL1_hide_damage || damage | |||
|- | |||
| [37] || podkoloL2_hide_damage || damage | |||
|- | |||
| [38] || podkoloL3_hide_damage || damage | |||
|- | |||
| [39] || podkoloL4_hide_damage || damage | |||
|- | |||
| [40] || podkoloL5_hide_damage || damage | |||
|- | |||
| [41] || podkoloL6_hide_damage || damage | |||
|- | |||
| [42] || podkoloL7_hide_damage || damage | |||
|- | |||
| [43] || podkoloL8_hide_damage || damage | |||
|- | |||
| [44] || podkoloP1_hide_damage || damage | |||
|- | |||
| [45] || podkoloP2_hide_damage || damage | |||
|- | |||
| [46] || podkoloP3_hide_damage || damage | |||
|- | |||
| [47] || podkoloP4_hide_damage || damage | |||
|- | |||
| [48] || podkoloP5_hide_damage || damage | |||
|- | |||
| [49] || podkoloP6_hide_damage || damage | |||
|- | |||
| [50] || podkoloP7_hide_damage || damage | |||
|- | |||
| [51] || podkoloP8_hide_damage || damage | |||
|- | |||
| [52] || damageVez || damage | |||
|- | |||
| [53] || MainTurret || mainTurret | |||
|- | |||
| [54] || MainGun || mainGun | |||
|- | |||
| [55] || ObsTurret || obsTurret | |||
|- | |||
| [56] || ObsGun || obsGun | |||
|- | |||
| [57] || HatchCommander || hatchCommander | |||
|- | |||
| [58] || OtocVelitele_damage || damage | |||
|- | |||
| [59] || poklop_commander_damage || damage | |||
|- | |||
| [60] || poklop_driver_damage || damage | |||
|- | |||
|} | |||
---- | ---- |
Revision as of 09:43, 30 July 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
- head
- neck1
- 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)
- neck
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
Animation Selections (61 in total)
No. | AnimSelection | AnimSource |
---|---|---|
[0] | damageHide | damage |
[1] | HatchDriver | hatchDriver |
[2] | Wheel_kolL1 | wheelL |
[3] | Wheel_koloL1 | wheelL |
[4] | Wheel_podkoloL1 | damper |
[5] | Wheel_kolP1 | wheelR |
[6] | Wheel_koloP1 | wheelR |
[7] | Wheel_podkoloP1 | damper |
[8] | Wheel_kolL2 | wheelL |
[9] | Wheel_kolP2 | wheelR |
[10] | Wheel_koloL2 | wheelL |
[11] | Wheel_koloL3 | wheelL |
[12] | Wheel_koloL4 | wheelL |
[13] | Wheel_koloL5 | wheelL |
[14] | Wheel_koloL6 | wheelL |
[15] | Wheel_koloL7 | wheelL |
[16] | Wheel_koloP2 | wheelR |
[17] | Wheel_koloP3 | wheelR |
[18] | Wheel_koloP4 | wheelR |
[19] | Wheel_koloP5 | wheelR |
[20] | Wheel_koloP6 | wheelR |
[21] | Wheel_koloP7 | wheelR |
[22] | Wheel_podkoloL2 | damper |
[23] | Wheel_podkoloL3 | damper |
[24] | Wheel_podkoloL4 | damper |
[25] | Wheel_podkoloL5 | damper |
[26] | Wheel_podkoloL6 | damper |
[27] | Wheel_podkoloL7 | damper |
[28] | Wheel_podkoloL8 | damper |
[29] | Wheel_podkoloP2 | damper |
[30] | Wheel_podkoloP3 | damper |
[31] | Wheel_podkoloP4 | damper |
[32] | Wheel_podkoloP5 | damper |
[33] | Wheel_podkoloP6 | damper |
[34] | Wheel_podkoloP7 | damper |
[35] | Wheel_podkoloP8 | damper |
[36] | podkoloL1_hide_damage | damage |
[37] | podkoloL2_hide_damage | damage |
[38] | podkoloL3_hide_damage | damage |
[39] | podkoloL4_hide_damage | damage |
[40] | podkoloL5_hide_damage | damage |
[41] | podkoloL6_hide_damage | damage |
[42] | podkoloL7_hide_damage | damage |
[43] | podkoloL8_hide_damage | damage |
[44] | podkoloP1_hide_damage | damage |
[45] | podkoloP2_hide_damage | damage |
[46] | podkoloP3_hide_damage | damage |
[47] | podkoloP4_hide_damage | damage |
[48] | podkoloP5_hide_damage | damage |
[49] | podkoloP6_hide_damage | damage |
[50] | podkoloP7_hide_damage | damage |
[51] | podkoloP8_hide_damage | damage |
[52] | damageVez | damage |
[53] | MainTurret | mainTurret |
[54] | MainGun | mainGun |
[55] | ObsTurret | obsTurret |
[56] | ObsGun | obsGun |
[57] | HatchCommander | hatchCommander |
[58] | OtocVelitele_damage | damage |
[59] | poklop_commander_damage | damage |
[60] | poklop_driver_damage | damage |
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
- otochlaven
- 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)
- otochlaven_1