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m (The correct Blender naming for what the P key does is to "separate" part of a mesh. Split is more assosiated with edge splitting which could be misleading for beginners.) |
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*Keep the number of range animations to a minimum. Load the instruments in a submodel XML file, to avoid having one for each instrument. Testing one range animation is cheaper than 47.--> <!--commented out for now--> | *Keep the number of range animations to a minimum. Load the instruments in a submodel XML file, to avoid having one for each instrument. Testing one range animation is cheaper than 47.--> <!--commented out for now--> | ||
== Multiplayer Property usage == | |||
When your model is loaded over MP instead of the property tree starting at the top (/) your model will be loaded with a property tree root of ai/models/multiplay[#]. It is important that you use the right properties inside your model; and this is possibly one of the most commonly misunderstood aspects of the correct way to use properties. | |||
1. The general rule is that you must never include a leading "/" on any property path. | |||
2. The exception to this rule is the few properties that relate to the FG instance on which the model is running. An example of this is the properties related to environmental lighting. | |||
3. Writing or modifying an absolute property should never be done. | |||
Notes: | |||
* All model xml files are loaded such that their property root is correctly adjusted already, and thus sim/model will be either /sim/model or ai/models/carrier[0]/sim/model, or ai/models/multiplay[0]/sim/model. | |||
* Any Nasal code (loaded from the model xml) needs to use the property root that is passed into the model xml in cmdarg (you can see this in the model xml for the F-14 https://github.com/Zaretto/fg-aircraft/blob/develop/aircraft/f-14b/Models/f-14b.xml#L25) | |||
[[Category:Modeling]] | [[Category:Modeling]] | ||
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