Jump to content

Photo
- - - - -

Named properties in ofp models


  • Please log in to reply
12 replies to this topic
Thread Starter
ag_smith
ag_smith

    Sergeant Major

  • Members
  • 1566 posts

#1

Posted 24 April 2003 - 14:36

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.





Powerslide
Powerslide

    Staff Sergeant

  • Members
  • 318 posts

#2

Posted 26 April 2003 - 02:22

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

Ian Malcolm
Ian Malcolm

    Gunnery Sergeant

  • Members
  • 524 posts

#3

Posted 26 April 2003 - 09:56

</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'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.




<img src=http://www.volny.cz/allah/ArmAsig.jpg>
\"This is the worst idea in the long, sad history of bad ideas.\"

CBFASI
CBFASI

    Master Sergeant

  • Members
  • 783 posts

#4

Posted 30 April 2003 - 19:13

Posted Image Posted Image Posted Image Posted Image

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

Thanks a great deal........
CBF Ship Building Industry
Former leader of the now closed 1982: Flashpoint in the Falklands team
Permissions still required to use FLK models, all it takes is asking (via pm not a thread please)

Thread Starter
ag_smith
ag_smith

    Sergeant Major

  • Members
  • 1566 posts

#5

Posted 28 May 2004 - 17:06

I'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're:
- Lodneeded = 2 (in tovarna.p3d)
- canbecoccluded = 0 (in FDF Mod's radio mast).

Chris Death
Chris Death

    Chief Warrant Officer

  • Members
  • 3060 posts

#6

Posted 28 May 2004 - 22:54

'lo everybody

I just found a few more properties mentioned by Lester, and
i thought it'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.dem.../ofpec_work.gif
Never argue with idiots - they just take you down to their level
to beat you there with experience
arabic objects/buildings thread

MidShip
MidShip

    Lance Corporal

  • Members
  • 58 posts

#7

Posted 29 May 2004 - 19:45

It should be noted , that the named property 'class', 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.

Lester
Lester

    Staff Sergeant

  • Members
  • 275 posts

#8

Posted 30 May 2004 - 11:45

I'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're:
- Lodneeded = 2 (in tovarna.p3d)
- canbecoccluded = 0 (in FDF Mod's radio mast).

Lodneeded
can only be a 'must to have' marker for the engine.
Imho the engine unloads(or don't display) the LODs, when the performance isn't high enough,
so the next lower detail were shown.

canbeoccluded
imho may be a misunterstanding of the canocclude property ?! Posted Image


Class Road (used on Roads an Bridges) isn't in the List on Top Posted Image

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!

remcen
remcen

    Sergeant

  • Members
  • 105 posts

#9

Posted 03 July 2005 - 18:52

i'm not so sure about forest triangle actually. some triangular forest setting use it, others have forest square instead...

does anyone know what 'house: no' is about??? (e.g. in o\hous\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've been enough.

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

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





Berghoff
Berghoff

    Retired Moderator

  • Members
  • 2539 posts

#10

Posted 01 April 2006 - 13:33

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.

Thread Starter
ag_smith
ag_smith

    Sergeant Major

  • Members
  • 1566 posts

#11

Posted 01 April 2006 - 22:14

Thanks for input, mate. The summary of this thread is on my new site in this doc.

Kegetys
Kegetys

    Warrant Officer

  • Members
  • 2752 posts

#12

Posted 01 April 2006 - 22:37

Old thread, but the canbeoccluded property, like the name suggests, is sort of an opposite of the canocclude property. 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).
Posted Image

AgentJonathan
AgentJonathan

    Gunnery Sergeant

  • Members
  • 491 posts

#13

Posted 30 April 2007 - 02:18

ag_smith,

<span style='color:red'><span style='font-size:27pt;line-height:100%'>I LOVE YOUR ADDONS!</span></span>

(I'm sorry this input had nothing to do with the subject... Posted Image )




The optimist will tell you the glass is half full; the pessimist will tell you the glass is half empty; but the engineer will tell you the glass is twice the size it needs to be. -AgentJonathan-