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.
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*** 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.
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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.
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Berghoff

