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Author Topic: Named properties in OFP models  (Read 907 times)

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AG_Smith

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Named properties in OFP models
« on: 24 Apr 2003, 11:24:15 »
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:
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.
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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.

xero

  • Guest
Re:Named properties in OFP models
« Reply #1 on: 25 May 2003, 02:49:27 »
Sorry to drag up an old topic...

But where do these properties come into play, or, where do I enter them, O2, wrpedit, cpp? If it's in wrpedit (i hope so) cud you point me in the direction of the the place where this info is relevant?

Thanks, xero.  :-[

Leone

  • Guest
Re:Named properties in OFP models
« Reply #2 on: 25 May 2003, 07:33:59 »
O2. ALT+P will bring up (or close) the relevent window  :)

xero

  • Guest
Re:Named properties in OFP models
« Reply #3 on: 26 May 2003, 00:35:30 »
hmm thanks, I'll give that a go when I have some time. :)