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Thread: Named properties in ofp models

  1. #1
    Sergeant Major
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    As many people asked me often about this, I've created this thread to sum up my knowledge concerning named properties in OFP models. This is what I gathered when I was creating my building addons and it's certainly incomplete and maybe somewhat inacurate. Any feedback is very welcome here.
    ----------------
    *** LodNoShadow
    Can be applied to any LOD including resolution ones.
    * Possible values:
    1 - this LOD will not cast shadow. Use it to force the shadow to be casted by desired LOD only. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed-up things a bit).

    *** map
    Used only in geometry LOD. Describes how object will be represented in WRPEdit and on ingame map.
    * Possible values:
    builiding, house - probably no diffrence. Self-explantory...
    tree, bush, forest, rock, fuelstation, fence, church, chappel - Self-explantory...
    road - the only property needed to define that an object is actually a road.
    (* probably there are also some other possible values not mentioned here.)

    *** class
    Used only in geometry LOD. Don't realy know what it describes, certainly name-sound, but probably some other things too.
    * Possible values:
    road - well..., road or bridge
    builiding - hmm, this object will be a building...
    house - same as above but required for ladders and door animations to work.
    tree - Self-explantory...
    bush - Self-explantory...
    forest - Self-explantory...
    fuelstation - Self-explantory...
    fence - Self-explantory...

    *** dammage
    Used only in geometry LOD. Defines which destruction method should be used when object is destroyed.
    * Possible values:
    builiding, house - probably no diffrence. Self-explanatory.
    tree, fence - Object will fall over when destroyed.
    no - Object is indestructible.
    engine - object will explode after it's destroyed.

    *** CanOcclude
    This has something to do with the trees and texture transparnecy, but I'dont realy know what it does. Some comments is required here.
    Edit: look below.

    ----------------
    Remember that this properties are only used when objects are inserted into map using WRPEdit and they have to be binarized first. Otherwise, information from config.cpp is used.




  2. #2
    Thanks Smith, that's a big help if anyone has more detail on this please add.

  3. #3
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ag_smith @ April 24 2003,16:36)</td></tr><tr><td id="QUOTE">*** CanOcclude
    This has something to do with the trees and texture transparnecy, but I&#39;dont realy know what it does. Some comments is required here.[/QUOTE]<span id='postcolor'>
    Well if i know objects hiden behind view geometry are normally not rendered by engine, but trees have many "holes" in their body, so if object will be not rendered behind tree, it will dissapear and it will be visible. So if object has property CanOcclude=0 objects hidden behind their View Geometry will be still rendered. This property is used for some vehicles too.



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  4. #4

    Smile



    That last one just solved an old problem of mine that left me taking the windows out..

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  5. #5
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    Author of the Thread
    I&#39;ve recently discovered two new named properties that are used in visual LODs. I have no idea what they might do so I thought maybe somebody else will enlighten us. Here they&#39;re:
    - Lodneeded = 2 (in tovarna.p3d)
    - canbecoccluded = 0 (in FDF Mod&#39;s radio mast).

  6. #6
    &#39;lo everybody

    I just found a few more properties mentioned by Lester, and
    i thought it&#39;s worth to go into this thread;

    ***map

    WALL
    HOSPITAL
    QUAY
    LIGHTHOUSE
    VIEW-TOWER
    FOUNTAIN
    FORTRESS
    BUNKER
    CROSS
    FOREST SQUARE
    FOREST TRIANGLE
    FOREST BORDER
    SMALL TREE
    HIDE(nothing will be displayed)

    Then i found this about the property: class

    The property CLASS is required if when adding animated
    objects through wrp-edit. Otherwise it the action-menu
    entry will not appear (if placed with wrp-edit) - if placed from
    the editor, the action-menu entry will still be available without
    the CLASS property.

    ~S~ CD
    http://www.swint.demon.nl/ofp/ofpec_work.gif
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    to beat you there with experience
    arabic objects/buildings thread

  7. #7
    It should be noted , that the named property &#39;class&#39;, also drives , how an object fits to the terrain surface. For example there is a difference between class house and class forest, where terrain surface match is calculated differently.

  8. #8
    Quote Originally Posted by (ag_smith @ May 28 2004,19:06)
    I&#39;ve recently discovered two new named properties that are used in visual LODs. I have no idea what they might do so I thought maybe somebody else will enlighten us. Here they&#39;re:
    - Lodneeded = 2 (in tovarna.p3d)
    - canbecoccluded = 0 (in FDF Mod&#39;s radio mast).
    Lodneeded
    can only be a &#39;must to have&#39; marker for the engine.
    Imho the engine unloads(or don&#39;t display) the LODs, when the performance isn&#39;t high enough,
    so the next lower detail were shown.

    canbeoccluded
    imho may be a misunterstanding of the canocclude property ?&#33;


    Class Road (used on Roads an Bridges) isn&#39;t in the List on Top

    btw.
    on Map Road
    definied points in the roadway lod are displayed on the map as a line
    LB to LE (left line)
    PB to PE (right line)



    Don't think Beta!

  9. #9
    i&#39;m not so sure about forest triangle actually. some triangular forest setting use it, others have forest square instead...

    does anyone know what &#39;house: no&#39; is about??? (e.g. in o&#92;hous&#92;brana02.p3d: map: fence, dammage: no, house: no)
    it might mean that the doors are not animated, but for that no rotation axis, no named selection for the door, etc would&#39;ve been enough.

    have got twoproperties to add too: class: streetlamp and map: busstop - self explanatory

    //edit: found dammage:no as opposed to dammage: bunker in one model. former in the geo lod, latter in the view geo lod (data3d&#92;ammostore2.p3d). any idea anyone?




  10. #10
    Retired Moderator Berghoff's Avatar
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    Also you can add "tent" and "bush" in the dammage section, it will collapse when you drive over it, usefull for bushes/shrubs ^_^.

    Forest 1th half&2nd half have forest square in the properties and the outer corners have forest triangle.

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