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==== Geometry (model) named property ==== ---- Properties that affect whole model are written in Geometry LOD. '''class''' for all models that get placed in Visitor vehicle house church // clock streetLamp //light road treeHard (Hard mean less affected by wind than soft, so hard sways very little compared to soft) treeSoft bushHard bushSoft forest man '''Dammage (damage)''' engine is using both words for the same purpose building tree no bunker tent engine // explosive fence '''map''' map icon definition building fence house tree small tree bush forest square forest border forest triangle fortress hide fuelstation view-tower hospital church cross fountain chapel lighthouse rock busstop quay '''placement''' Assigns specific deformation according to the terrain shape map surface slope // the model is SKEWed according to the terrain shape, vertical lines remain vertical. Better than vertex property “Keep height “ in many cases SlopeLandContact placement=slopeZ placement=slopeX // variants where the transformation counts with landcontact defined points (1-3) placement=vertical // added for RADAR station (CHANGELOG 1.05 - 1.06) '''sbsource=''' Which LOD will be used for shadowbuffer casting. If it is not set and shadow=hybrid is present, resolution LODs are used. It uses following values: visual //use resolution LODs explicit // Use special SB LODs <11000,11999>. shadowvolume // Use SV LOD none // Do not render anything. '''prefershadowvolume=''' Choose which shadow casting technique will be used. 0 = Shadow Buffer; 1 = Shadow Volume '''Forcenotalpha = 1''' 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. '''Armor=10''' used by tents '''transparent=1''' obsolete, no purpose now '''Step a xStep''' values for movement settings, they are generated automatically when you optimize animation '''xsize=0.99; ysize=0.528; xcount=6; ycount=5''' used by animated flags, obsolete '''autocenter=0''' some model classes are placed according to automatic object centre (cars) this property sets that position to 0.0.0 from .p3d file will be used. It is often used for proxies. '''frequent=1''' Marks objects that are placed in big amount using instancing. '''style=<value>''' Intended to help LOD control system to adjust polygon allocation depending on object visual style (assuming foliage or houses require less polygons than humans). Unused in ArmA, the engine decides based on object simulation instead. Possible <values> for this property are 'creature', 'plant', 'machinery', 'structure'.
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