Named Properties – Arma 3

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[[Category:ArmA: Modelling]]
{{TOC|side}}
{{Feature|informative|This page reflects the {{arma3}} v1.88 state.}}


{|align="right"
=== See Also ===
|__TOC__
|}


* [[LOD]] - very important page to describe the different LOD types
* [[Map Symbols]] - this appears to be an out of date Arma 1 reference doc but still has important info


===Note===
=== Named Properties ===


This page reflects the Arma 3 v1.88 state.
Named Properties can be set in Object Builder. If you don't see this, you must first active the Named Properties window under -> Window -> Named Properties, or simply press {{Controls|Alt|P}}.


===See Also===
Notes:
* named properties have to be lowercase - however binarize will enforce that. third party tools can cause faulty case though.
* In case Geometry LOD doesn't exist, all named properties usually defined in Geometry LOD, work also via fallback to the first LOD, which is usually a res LOD.
* shadowlod, shadowvolumelod, shadowbufferlod , shadowbufferlodvis are valid in all LODS, even though it only makes sense in Resolution LODs. These define the preferred shadowX LOD that belongs to the Resolution LOD.


* [[LOD]] - very important page to describe the different LOD types
==== animated ====
* [[Map Symbols]] - this appears to be an out of date ArmaOne reference doc but still has important info


===Named Properties===
TODO
 
Named Properties can be set in Object Builder. If you don't see this, you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P.


==== aicovers ====
==== aicovers ====
 
<!---
Disables the object for AI cover search. Only relevant for terrain objects.
Disables the object for AI cover search. Only relevant for terrain objects.


Line 31: Line 32:
* 0
* 0
* 1
* 1
--->
{| class="wikitable"
|-
! Property !! Description !! Usage in LODs !! Default Value !! Possible Values
|-
| aicovers || Disables the object for AI cover search. Only relevant for terrain objects. ||Geometry LOD || 1 ||0
1
|}


==== armor ====
==== armor ====


DESC-TODO
It is a coefficient that controls overall structural integrity. The overall boundingbox factors into that.


Usage in LODs:
Usage in LODs:
* Geometry LOD
* Geometry LOD


Default value: TODO
Default value: 200


Possible values/Values found in BI A3 models: [1-15000]
Possible values/Values found in BI A3 models: [1-15000]
Line 70: Line 79:
* 0
* 0
* 1
* 1
==== cratercolor ====
Defines what bullet crater/decal will have. By default, objects with class '''treehard, treesoft, bushhard or bushsoft''' are using brownish craters
example: cratercolor=deadff00 format: AARRGGBB


==== canbeoccluded ====
==== canbeoccluded ====
Line 76: Line 90:
ie. the view geometry is completely hidden behind another objects view geometry.
ie. the view geometry is completely hidden behind another objects view geometry.


// Enables conclusion via other objects. value 1 is default. value 0 could be used for large objects that also require alot of ressources to load.
// Enables conclusion via other objects. value 1 is default. value 0 could be used for large objects that also require a lot of resources to load.


Usage LODs:
Usage LODs:
Line 90: Line 104:
==== canocclude ====
==== canocclude ====


Objects hidden behind view geometry are normally not rendered by engine.
{| class="wikitable"
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.
|-
! Property !! Description !! Usage in LODs !! Default Value !! Possible Values
|-
| canocclude || 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.


// Switches off occlusions, used for objects which cannot act as occluders because their view geometry is not representative of their real shape, like foliage, or are too small to be noticeable occluders.
// Switches off occlusions, used for objects which cannot act as occluders because their view geometry is not representative of their real shape, like foliage, or are too small to be noticeable occluders.
 
| Geometry LOD View Geometry LOD || TODO || 0
Usage LODs:
1
* Geometry LOD
|}
* View Geometry LOD
 
Default value: TODO
 
Possible values:
* 0
* 1


==== class ====
==== class ====
Line 125: Line 136:
* bridge
* bridge
// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.
// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.
* building * (verify)
* building *
* bunker (verify)
* bush (verify)
* bushhard
* bushhard
* bushsoft - for bushes that bend easy in slight wind
* bushsoft - for bushes that bend easy in slight wind
* church - clock
* church - clock
* clutter
* clutter
* fence * (verify)
* forest ({{ofp}} only)
* forest
* house *
* house *
// Required for *any* animations to work including ladders, doors, and attendant= (cfgVehicles).
// Required for *any* animations to work including ladders, doors, and attendant= (cfgVehicles).
// "house" also causes game map to show displayname. Note that this behaviour is slightly different to an in-game model.
// "house" also causes game map to show displayname. Note that this behavior is slightly different to an in-game model.
// The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.
// The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.
* housesimulated * lights at night *providing* a suitable Land_xxx ""cfgVehicles"" class has been provided.
* housesimulated * lights at night *providing* a suitable Land_xxx ""cfgVehicles"" class has been provided.
* land_decal
* land_decal
* man (verify)
* man
* none
* pond - source: https://twitter.com/BXBX_BI/status/972102443818512385
* pond - source: https://twitter.com/BXBX_BI/status/972102443818512385
* road
* road
// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.
// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.
* ruins (verify)
* streetlamp * - pre A3 (?) lights at night *providing* a suitable Land_xxx cfg'''NonAI'''Vehicles class has been provided.
* streetlamp * - pre A3 (?) lights at night *providing* a suitable Land_xxx cfg'''NonAI'''Vehicles class has been provided.
* thing
* thing
* thingx
* thingx
* tower
* tower (verify)
* treehard
* treehard
* treesoft - for trees that sway longer in both direction
* treesoft - for trees that sway longer in both direction
* vehicle
* vehicle (verify)
* wall (verify)
* wall (verify)


Unclear:
Seems not:
* bunker
* bush
* fence *
* fuelstation
* fuelstation
* ruins


==== damage/dammage ====
==== damage/dammage ====
Line 171: Line 183:


Possible values/Values found in BI A3 models:
Possible values/Values found in BI A3 models:
* building
* building - object will collapse (hidden underground) and get replaced by referenced ruin model
* engine - object will explode upon destruction
* engine - object will explode upon destruction
* no - no visual change will be made when object is destroyed
* no - no visual change will be made when object is destroyed
Line 177: Line 189:
* tree - object will tilt
* tree - object will tilt
* wall - object will fall over when destroyed
* wall - object will fall over when destroyed
* wreck
* wreck - object will get replaced by referenced wreck model


Unclear:
Faulty:
* bunker
* bunker
* bush - object will crush
* bush - object will crush
Line 257: Line 269:


Marked models that are animated by keyframes stored in .p3d.
Marked models that are animated by keyframes stored in .p3d.
// boolean property. To indicate whether the LOD has a key frame animation. Also applies to geo and shadow of course as you could animate them.


Usage LODs:
Usage LODs:
Line 287: Line 301:


Usage LODs:
Usage LODs:
* Resolution LODs
* Resolution LODs -  is valid in all Resolution LODs up to resolution 900.


Default value: TODO
Default value: TODO
Line 299: Line 313:
==== map ====
==== map ====


It declares an appropriate icon to display on the in-game 2d map.
It declares an appropriate icon to display on the in-game 2d map. Some will also show predefined text or displayName from config on mouseOver. Defines also the default namesound for some (word use in  radio protocol).
Only relevant to objects (such as structures and vegetation) that are intended to be used in a wrp.
Only relevant to objects (such as structures and vegetation) that are intended to be used/placed in a wrp.


Usage LODs:
Usage LODs:
* Geometry LOD
* Geometry LOD


Default value: TODO
Default value: ''undefined''


Possible values/Values found in BI A3 models:
Possible values/Values found in BI A3 models:
* building - shows greyed rectangle
 
drawn on map:
* main road
* road
* track
* trail (new/config only/binarize?)
 
* building - predefined text. namesound obj_building. shows greyish rectangle
* house - predefined text. namesound obj_house. shows black rectangle
 
* fence - no mouseover text. no namesound. shows as colored line
* wall - no mouseover text. no namesound. shows as colored line
 
* bush - predefined text. namesound obj_bush
* small tree - predefined text. namesound obj_tree. if more trees in "forest square" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map
* tree - predefined text. namesound obj_tree. if more trees in "forest square" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map
 
* FOREST BORDER (approach used in OFP) - predefined text. namesound obj_forest
* FOREST SQUARE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map
* FOREST TRIANGLE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map
 
* rock - predefined text. namesound obj_rock
 
displayName and namesound from config
* bunker
* bunker
* bush
* busstop
* chapel
* church
* cross
* fence
* FOREST (verify)
* FOREST BORDER (verify) - only seen in OFP?
* FOREST SQUARE (verify) - only seen in OFP?
* FOREST TRIANGLE (verify) - only seen in OFP?
* FOREST_LOD1 (verify)
* FOREST_LOD2 (verify)
* fortress
* fortress
* fountain
 
displayNameand namesound from config
* fuelstation
* fuelstation
* hide - object will not be displayed on the map, equivalent of not declaring a map= at all. Typical for streetlamps.
* hospital
* hospital
* house - shows black rectangle and displayName= on mouseover in Mission Editor)
* lighthouse
* lighthouse
* main road
* quay
* power lines
* view-tower
 
* ruin - No mouseover text. nothing to do with BI's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.
 
predefined text:
* busstop - namesound obj_building
* church - namesound obj_church
* chapel - namesound obj_church
* cross - namesound obj_cross
 
no mouseover text and no namesound:
* fountain
* power lines - shows as colored line
* powersolar
* powersolar
* powerwave
* powerwave
* powerwind
* powerwind
* quay
* railway - shows as colored line
* railway
* road
* rock
* ROCKS (verify)
* ruin - nothing to do with bi's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.
* shipwreck
* shipwreck
* small tree
* smalltree (verify)
* stack
* stack
* tourism
* tourism
* TOWN_LOD1 (verify)
* track
* TRAIL (verify)
* transmitter
* transmitter
* tree
* view-tower
* wall
* watertower
* watertower
* hide - object will not be displayed on the map, equivalent of not declaring a map= at all. Typical for streetlamps.
Generated by binarize:
* FOREST
* FOREST_LOD1 - minRocksInRockSquare
* FOREST_LOD2 - minTreesInForestSquare
* ROCKS
* TOWN_LOD1 - minObjInTownSquare
From the config.cpp/cfgWorlds


==== mass ====
==== mass ====
Line 374: Line 408:
* 92079
* 92079
* 100000
* 100000
==== maxsegments ====
TODO
==== minsegments ====
TODO
==== notl ====
TODO


==== placement ====
==== placement ====
Line 400: Line 446:
* Geometry LOD
* Geometry LOD


Default value: TODO
Default value: 1


Possible values/Values found in BI A3 models:
Possible values/Values found in BI A3 models:
* 0 - Shadow Buffer
* 0 - Shadow Buffer
* 1 - Shadow Volume
* 1 - Shadow Volume
==== reversed ====
TODO


==== sbsource ====
==== sbsource ====
Line 440: Line 490:
https://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2619
https://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2619


Basically it's just either "hybrid" or whatever else or nothing.
Basically it is just either "hybrid" or whatever else or nothing.
So technically everything is valid, things that are not "hybrid" just mean undefined.
So technically everything is valid, things that are not "hybrid" just mean undefined.


Line 510: Line 560:
==== shadowoffset ====
==== shadowoffset ====


DESC-TODO
Offset used to prevent shadow rubber banding when rendering shadow buffers


Usage LODs:
Usage LODs:
* Geometry LOD
* Geometry LOD


Default value: TODO
Default value: If named property is not present, shadowOffset is calculated automatically depending on size of object. Value goes from 0.02 for 2.5m wide, to 0.1 for 10 meters objects


Possible values/Values found in BI A3 models:
Possible values/Values found in BI A3 models:
Line 521: Line 571:
* 0.02
* 0.02


==== transparent ====
==== .viewclass ====


obsolete, no purpose now (verify)
TODO
 
Usage LODs:
* TODO
 
Default value: TODO
 
Possible values/Values found in BI A3 models:
* 1


==== viewdensitycoef ====
==== viewdensitycoef ====
Line 578: Line 620:
==== xstep ====
==== xstep ====


Values for movement settings, they are generated automatically when you optimize animation.
Values for movement settings, they are generated automatically when you optimize animation (exporting .rtm from ObjectBuilder).


Usage LODs:
Usage LODs:
Line 627: Line 669:
* 0.70224
* 0.70224
* 0.8
* 0.8
{{GameCategory|arma3|Editing}}

Latest revision as of 12:31, 15 June 2023

This page reflects the Arma 3 v1.88 state.

See Also

  • LOD - very important page to describe the different LOD types
  • Map Symbols - this appears to be an out of date Arma 1 reference doc but still has important info

Named Properties

Named Properties can be set in Object Builder. If you don't see this, you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt + P.

Notes:

  • named properties have to be lowercase - however binarize will enforce that. third party tools can cause faulty case though.
  • In case Geometry LOD doesn't exist, all named properties usually defined in Geometry LOD, work also via fallback to the first LOD, which is usually a res LOD.
  • shadowlod, shadowvolumelod, shadowbufferlod , shadowbufferlodvis are valid in all LODS, even though it only makes sense in Resolution LODs. These define the preferred shadowX LOD that belongs to the Resolution LOD.

animated

TODO

aicovers

Property Description Usage in LODs Default Value Possible Values
aicovers Disables the object for AI cover search. Only relevant for terrain objects. Geometry LOD 1 0

1

armor

It is a coefficient that controls overall structural integrity. The overall boundingbox factors into that.

Usage in LODs:

  • Geometry LOD

Default value: 200

Possible values/Values found in BI A3 models: [1-15000]

autocenter

Some model classes are placed according to automatic object center (cars).

This property sets that position to 0.0.0 from .p3d file will be used. It is often used for proxies.

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values:

  • 0
  • 1

buoyancy

DESC-TODO

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values:

  • 0
  • 1

cratercolor

Defines what bullet crater/decal will have. By default, objects with class treehard, treesoft, bushhard or bushsoft are using brownish craters

example: cratercolor=deadff00 format: AARRGGBB

canbeoccluded

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.

// Enables conclusion via other objects. value 1 is default. value 0 could be used for large objects that also require a lot of resources to load.

Usage LODs:

  • Geometry LOD
  • View Geometry LOD

Default value: TODO

Possible values:

  • 0
  • 1

canocclude

Property Description Usage in LODs Default Value Possible Values
canocclude 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.

// Switches off occlusions, used for objects which cannot act as occluders because their view geometry is not representative of their real shape, like foliage, or are too small to be noticeable occluders.

Geometry LOD View Geometry LOD TODO 0

1

class

Derives how an object fits onto, or into, the terrain surface.

class affects object behavior, simulation, destruction, and namesound. With extra considerations for class=house.

Note: a '*' means that class might require a Land_xxx config class


Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • breakablehouseanimated
  • bridge

// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.

  • building *
  • bushhard
  • bushsoft - for bushes that bend easy in slight wind
  • church - clock
  • clutter
  • forest (Operation Flashpoint only)
  • house *

// Required for *any* animations to work including ladders, doors, and attendant= (cfgVehicles). // "house" also causes game map to show displayname. Note that this behavior is slightly different to an in-game model. // The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.

// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.

  • streetlamp * - pre A3 (?) lights at night *providing* a suitable Land_xxx cfgNonAIVehicles class has been provided.
  • thing
  • thingx
  • tower (verify)
  • treehard
  • treesoft - for trees that sway longer in both direction
  • vehicle (verify)
  • wall (verify)

Seems not:

  • bunker
  • bush
  • fence *
  • fuelstation
  • ruins

damage/dammage

Defines what happens to object after it is destroyed.

Please note that armor value can be set via config.cpp.

Killed eventhandler defined in config.cpp will also work for map embedded objects.

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • building - object will collapse (hidden underground) and get replaced by referenced ruin model
  • engine - object will explode upon destruction
  • no - no visual change will be made when object is destroyed
  • tent - object will collapse
  • tree - object will tilt
  • wall - object will fall over when destroyed
  • wreck - object will get replaced by referenced wreck model

Faulty:

  • bunker
  • bush - object will crush
  • house
  • fence - object will fall over when destroyed

destroysound

DESC-TODO

Usage LODs:

  • Geometry LOD

Default value: undef

Possible values/Values found in BI A3 models:

  • treebroadleaf
  • treepalm

drawimportance

Some objects are more important than others. For example undergrowth in jungle is really important only on near distances.

This is a simple multiplier of estimated area of the object on the screen. When using small values, objects disappear sooner, because they are regarded smaller on the screen. This value affects only when object disappear, It does not affect LOD determination.


Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models: 0.2 [0.001f, 10000.0f]

explosionshielding

DESC-TODO

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models: [0.05 - 0.1 - 3 - 10 - 20 - 100 - 1000]

forcenotalpha

Some models with much alpha textures on their surfaces were considered as alpha objects and therefore were rendered in a special pass where it was not possible to cast shadows on them. There is a new named property (in geometry LOD) using which you can force the whole model not to be considered as alpha model and shadows will be cast on it therefore.

Negative impacts of such solution: Various alpha sorting artifacts may appear on alpha blended parts of such models. It will depend on particular situations if the effects will be bearable or not.

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • 1

frequent

Marks objects that are placed in big amount using instancing.

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • 1

keyframe

Marked models that are animated by keyframes stored in .p3d.

// boolean property. To indicate whether the LOD has a key frame animation. Also applies to geo and shadow of course as you could animate them.

Usage LODs:

  • Resolution LODs

Default value: TODO

Possible values/Values found in BI A3 models:

  • 1

loddensitycoef

Determines how fast LODs are being switched. 0.1 means LODs will be switched very fast, 100 there will be barely no LOD switching.

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models: [0.45 - 0.5 - 0.75 - 1.25] [0.001f, 10000.0f]

lodnoshadow

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).

Usage LODs:

  • Resolution LODs - is valid in all Resolution LODs up to resolution 900.

Default value: TODO

Possible values:

  • 0
  • 1

Everything >0 means true. So technically the other values are valid, but they don't mean anything beyond 1.

map

It declares an appropriate icon to display on the in-game 2d map. Some will also show predefined text or displayName from config on mouseOver. Defines also the default namesound for some (word use in radio protocol). Only relevant to objects (such as structures and vegetation) that are intended to be used/placed in a wrp.

Usage LODs:

  • Geometry LOD

Default value: undefined

Possible values/Values found in BI A3 models:

drawn on map:

  • main road
  • road
  • track
  • trail (new/config only/binarize?)
  • building - predefined text. namesound obj_building. shows greyish rectangle
  • house - predefined text. namesound obj_house. shows black rectangle
  • fence - no mouseover text. no namesound. shows as colored line
  • wall - no mouseover text. no namesound. shows as colored line
  • bush - predefined text. namesound obj_bush
  • small tree - predefined text. namesound obj_tree. if more trees in "forest square" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map
  • tree - predefined text. namesound obj_tree. if more trees in "forest square" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map
  • FOREST BORDER (approach used in OFP) - predefined text. namesound obj_forest
  • FOREST SQUARE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map
  • FOREST TRIANGLE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map
  • rock - predefined text. namesound obj_rock

displayName and namesound from config

  • bunker
  • fortress

displayNameand namesound from config

  • fuelstation
  • hospital
  • lighthouse
  • quay
  • view-tower
  • ruin - No mouseover text. nothing to do with BI's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.

predefined text:

  • busstop - namesound obj_building
  • church - namesound obj_church
  • chapel - namesound obj_church
  • cross - namesound obj_cross

no mouseover text and no namesound:

  • fountain
  • power lines - shows as colored line
  • powersolar
  • powerwave
  • powerwind
  • railway - shows as colored line
  • shipwreck
  • stack
  • tourism
  • transmitter
  • watertower
  • hide - object will not be displayed on the map, equivalent of not declaring a map= at all. Typical for streetlamps.

Generated by binarize:

  • FOREST
  • FOREST_LOD1 - minRocksInRockSquare
  • FOREST_LOD2 - minTreesInForestSquare
  • ROCKS
  • TOWN_LOD1 - minObjInTownSquare

From the config.cpp/cfgWorlds

mass

DESC-TODO

Usage LODs:

  • TODO

Default value: TODO

Possible values/Values found in BI A3 models:

  • 0
  • 0.2
  • 0.5
  • 1
  • 5
  • 7
  • 100
  • 2007
  • 92079
  • 100000

maxsegments

TODO

minsegments

TODO

notl

TODO

placement

Assigns specific deformation according to the terrain shape map surface

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • slope - the model is SKEWed according to the terrain shape, vertical lines remain vertical. Better than vertex property “Keep height “ in many cases
  • slopez - variants where the transformation counts with landcontact defined points (1-3)
  • slopex - variants where the transformation counts with landcontact defined points (1-3)
  • slopelandcontact

Unclear:

  • vertical - added for RADAR station (CHANGELOG 1.05 - 1.06)

prefershadowvolume

Choose which shadow casting technique will be used.

Usage LODs:

  • Geometry LOD

Default value: 1

Possible values/Values found in BI A3 models:

  • 0 - Shadow Buffer
  • 1 - Shadow Volume

reversed

TODO

sbsource

Which LOD will be used for shadowbuffer casting. If it is not set and shadow=hybrid is present, resolution LODs are used.

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • explicit - use special SB LODs <11000,11999> (Shadow Buffer?)
  • none - do not render anything
  • shadow
  • shadowvolume - use SV LOD
  • visual - use resolution LODs
  • visualex - use resolution LODs

https://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2613

shadow

DESC-TODO

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • hybrid

https://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2619

Basically it is just either "hybrid" or whatever else or nothing. So technically everything is valid, things that are not "hybrid" just mean undefined.

shadowlod

DESC-TODO

Usage LODs:

  • Resolution LODs

Default value: TODO

Possible values/Values found in BI A3 models:

  • -1 (undefined)
  • 10
  • 100

any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.

shadowvolumelod

DESC-TODO

Usage LODs:

  • Resolution LODs

Default value: TODO

Possible values/Values found in BI A3 models:

  • -1 (undefined)
  • 10

any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.

shadowbufferlod

DESC-TODO

Usage LODs:

  • Resolution LODs

Default value: TODO

Possible values/Values found in BI A3 models:

  • -1 (undefined)
  • 1000
  • 1010
  • 1500

any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.

shadowbufferlodvis

DESC-TODO

Usage LODs:

  • TODO

Default value: TODO

Possible values/Values found in BI A3 models:

any 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined. They are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.

shadowoffset

Offset used to prevent shadow rubber banding when rendering shadow buffers

Usage LODs:

  • Geometry LOD

Default value: If named property is not present, shadowOffset is calculated automatically depending on size of object. Value goes from 0.02 for 2.5m wide, to 0.1 for 10 meters objects

Possible values/Values found in BI A3 models:

  • 0.001
  • 0.02

.viewclass

TODO

viewdensitycoef

AI - detection through semi transparent objects.

Coef to hardcoded view density:

  • default: -2.302585093f
  • hardBush: -4.605170186f
  • ForestPlain: -0.024079456087f

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models: [0.1 - 10 - 10000]

xcount

Used by animated flags - obsolete (verify)

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • 6

xsize

Used by animated flags - obsolete (verify)

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • 0.6534
  • 0.99
  • 1.3167
  • 1.5

xstep

Values for movement settings, they are generated automatically when you optimize animation (exporting .rtm from ObjectBuilder).

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • -0.025455
  • -0.011045
  • -0.000267
  • -0.000161
  • -0.000002
  • -0.000000
  • 0
  • 0.000000
  • 0.000001
  • 0.000020
  • 0.000144
  • 0.001785
  • 0.008392
  • 0.112641

ycount

Used by animated flags - obsolete (verify)

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • 5

ysize

Used by animated flags - obsolete (verify)

Usage LODs:

  • Geometry LOD

Default value: TODO

Possible values/Values found in BI A3 models:

  • 0.34848
  • 0.528
  • 0.70224
  • 0.8