ofp:modeling:named_properties
Differences
This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
ofp:modeling:named_properties [2007/07/04 18:38] – created named_properties initial page snakeman | ofp:modeling:named_properties [2024/07/31 16:10] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Named Properties ====== | + | ====== |
+ | |||
+ | [[https:// | ||
+ | |||
+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
Named Properties can be set in Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P. | Named Properties can be set in Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P. | ||
+ | |||
====== LodNoShadow ====== | ====== LodNoShadow ====== | ||
Line 9: | Line 14: | ||
This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows. You can use it to force the shadow to be cast only by the selected LOD. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit). | This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows. You can use it to force the shadow to be cast only by the selected LOD. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit). | ||
+ | |||
====== map ====== | ====== map ====== | ||
Line 19: | Line 25: | ||
< | < | ||
- | * builiding | + | * building |
- | * house (will display config.cpp object displayName /if defined/ on mouseover | + | * house (will display config.cpp object displayName /if defined/ on mouse over in Mission Editor) |
* tree | * tree | ||
* bush | * bush | ||
Line 57: | Line 63: | ||
< | < | ||
- | * road (road or brige) | + | * road (road or bridge) |
* house (required for ladders and custom animations to work) | * house (required for ladders and custom animations to work) | ||
* building | * building | ||
Line 67: | Line 73: | ||
</ | </ | ||
- | ====== dammage ====== | + | |
+ | ====== dammage | ||
Usage: Geometry LOD. This setting defines what happens to object after it is destroyed. | Usage: Geometry LOD. This setting defines what happens to object after it is destroyed. | ||
Line 87: | Line 94: | ||
* no (no visual change will be made when object is destroyed) | * no (no visual change will be made when object is destroyed) | ||
</ | </ | ||
+ | |||
====== canOcclude ====== | ====== canOcclude ====== | ||
Line 92: | Line 100: | ||
Usage: Geometry LOD / View Geometry LOD. | Usage: Geometry LOD / View Geometry LOD. | ||
- | Objects hidden behind view geometry are normally not rendered by engine. | + | Objects hidden behind view geometry are normally not rendered by engine. |
Using CanOcclude = 0 property will prevent this undesired effect from happening. | Using CanOcclude = 0 property will prevent this undesired effect from happening. | ||
+ | |||
====== canbeoccluded ====== | ====== canbeoccluded ====== | ||
Line 101: | Line 110: | ||
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). | 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). | ||
+ | |||
====== Source & Credits ====== | ====== Source & Credits ====== | ||
- | |||
- | [[http:// | ||
[[http:// | [[http:// | ||
Thanks to Agent_Smith, | Thanks to Agent_Smith, | ||
+ |
ofp/modeling/named_properties.1183574284.txt.gz · Last modified: 2007/07/10 09:52 (external edit)