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ofp:modeling:named_properties [2007-07-04 18:38]
snakeman created named_properties initial page
ofp:modeling:named_properties [2015-08-22 02:13] (current)
snakeman removed obsolete links.
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 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 ======
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 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 ======
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 <​code>​ <​code>​
-builiding +building 
-* house (will display config.cpp object displayName /if defined/ on mouseover ​in Mission Editor)+* house (will display config.cpp object displayName /if defined/ on mouse over in Mission Editor)
 * tree * tree
 * bush * bush
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 <​code>​ <​code>​
-* 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
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 </​code>​ </​code>​
  
-====== dammage ======+ 
 +====== dammage ​or damage for ArmA ======
  
 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.
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 * no (no visual change will be made when object is destroyed) * no (no visual change will be made when object is destroyed)
 </​code>​ </​code>​
 +
  
 ====== canOcclude ====== ====== canOcclude ======
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 Usage: Geometry LOD / View Geometry LOD. Usage: Geometry LOD / View Geometry LOD.
  
-Objects hidden behind view geometry are normally not rendered by engine. ​Unfortunatelly, some objects like trees, have many "​holes"​ in their body, so if object will not be rendered behind tree, it will dissapear ​and it won't be visible.+Objects hidden behind view geometry are normally not rendered by engine. ​Unfortunately, some objects like trees, have many "​holes"​ in their body, so if object will not be rendered behind tree, it will disappear ​and it won't be visible.
  
 Using CanOcclude = 0 property will prevent this undesired effect from happening. Using CanOcclude = 0 property will prevent this undesired effect from happening.
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 ====== canbeoccluded ====== ====== canbeoccluded ======
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 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 ====== 
  
-[[http://​http://​www.flashpoint1985.com/​cgi-bin/​ikonboard311/​ikonboard.cgi?;​act=ST;f=50;t=29604|Source]]+====== Source ​& Credits ======
  
 [[http://​ofp.gamepark.cz/​_hosted/​ag_smith/​index.php?​doc=8|Agent Smith'​s Page]] [[http://​ofp.gamepark.cz/​_hosted/​ag_smith/​index.php?​doc=8|Agent Smith'​s Page]]
  
 Thanks to Agent_Smith,​ Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions. Thanks to Agent_Smith,​ Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.
ofp/modeling/named_properties.1183574284.txt.gz · Last modified: 2007-07-10 09:52 (external edit)