I Typicaly Try To Match My Types File View Distances To My Ground Objects View Distances When Creating Types Entries And Then Peer Into The Dll's For Reference Entries That Can Be Added For Instance.
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notes about view distances
MaxVisibleDist=
TW Defaults
buildings 15000
bunkers 12000
small buildings 8000
hangers 12000
shelters 25000//20000/15000
towers 8000
runways 50000
minimum small 4000//2000
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notes about shadows
[Shadow]
CastShadow=TRUE
ShadowCastDist=2000
MaxVisibleDistance=100
is optimal for weapons
[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=500
is optimal for ground objects
[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=2000
is optimal for ground towers/buildings
[Shadow]
CastShadow=TRUE
ShadowCastDist=100
MaxVisibleDistance=200
is optimal for ground objects small ie power cart/bomb trailer etc
[Shadow]
CastShadow=TRUE
ShadowCastDist=3000
MaxVisibleDistance=3000
is optimal for large warships
[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=2000
is optimal for medium warships/large cargo ships
[Shadow]
CastShadow=TRUE
ShadowCastDist=500
MaxVisibleDistance=500
is optimal for small ships
[Shadow]
CastShadow=TRUE
ShadowCastDist=10000
MaxVisibleDistance=800
is optimal for aircraft/seats/pilots/fixed aircraft attachments
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STRUCTURE LISTING DEFAULT
Target Types Default
TargetType=MISC
TargetType=FUEL_STORAGE
TargetType=HANGAR
TargetType=TOWER
TargetType=WINDSOCK
TargetType=MEDIUM_RUNWAY
TargetType=SMALL_RUNWAY
TargetType=LARGE_RUNWAY
TargetType=CITY_BUILDING
TargetType=COMM_BUILDING
TargetType=OIL_REFINERY
TargetType=POWER_PLANT
TargetType=COMMAND_BUILDING
TargetType=WAREHOUSE
TargetType=RADAR
TargetType=CHEMICAL_WEAPONS_PLANT
TargetType=AAA
TargetType=EW_RADAR
TargetType=SAM_RADAR
TargetType=SAM_LAUNCHER
TargetType=BRIDGE
TargetType=WEAPON_FACTORY
(POSSIBLE ADDITIONS LOCATED IN CAMPAIGN DLL)
TargetType=NUCLEAR_POWER_PLANT
TargetType=VEHICLE_FACTORY
TargetType=AIRCRAFT_FACTORY
TargetType=BIOLOGICAL_WEAPONS_PLANT
TargetType=NUCLEAR_WEAPONS_PLANT
TargetType=AMMO_STORAGE
TargetType=RAIL_STATION
TargetType=HARBOR
TargetType=ARMY_BASE
TargetType=NAVAL_BASE
TargetType=HELI_PAD
Target Types Setup xxx_TYPES.INI
[TargetType#]
Name=
FullName=
ModelName=(LOD)
TargetType=SEE LIST ABOVE*
ActiveYear=
InactiveYear=
ActiveDate=
InactiveDate=
TargetValue=
UseGroundObject=
GroundObjectType=SEE LIST BELOW*
SetToGround=
DamagePoint=
ArmorValue=
ArmorType=
RepairRate=
StartDetectChance=
StartIdentifiedChance=
IncreaseDetectChanceKey=
MaxVisibleDist=
CollisionMesh=(Airfield Objects)(_col.LOD)
ZBufferOffset=(Airfields)
FlatObject=(Airfields)
DamagedModel=
DestroyedEffect=
DestroyedModel=(LOD)
SecondaryChance=
SecondaryEffect=
Effect=(SmokeStacks)
EffectOffset=
AnimationID=(Radar Rotation ETC.)
AnimationTime=(Time Rate EXE. ASR RADAR)
GroundObjectRole=TANK
GroundObjectRole=TROOP
GroundObjectRole=APC
GroundObjectRole=RECON
GroundObjectRole=ARTILLERY
GroundObjectRole=TRANSPORT
GroundObjectRole=MOBILE_AAA
GroundObjectRole=STATIC_AAA
GroundObjectRole=MOBILE_SAM
GroundObjectRole=STATIC_SAM
GroundObjectRole=EW_RADAR
GroundObjectRole=SAM_RADAR
GroundObjectRole=COMMAND
GroundObjectRole=CARGO_SHIP
GroundObjectRole=PATROL_BOAT
GroundObjectRole=WARSHIP
SF2 GroundObjectRole Additions
GroundObjectRole=LIGHT_AAA
GroundObjectRole=AIRCRAFT_CARRIER
GroundObjectRole=BATTLESHIP
GroundObjectRole=CRUISER
GroundObjectRole=DESTROYER
GroundObjectRole=FRIGATE
At Current Game Level GroundObjectType Is Being Defined By Folder Header Name Under GroundObject!!!
Example: Name=Folder Heading GroundObjectType=Folder Heading
Default List DestroyedEffect
SmallTallStructureCollapse
MediumShortStructureCollapse
LargeShortStructureCollapse
LargeTallStructureCollapse
AmmoDumpExplosion
SmallFire
MediumOilFire
LargeOilFire
VehicleFireEffect
SmallRocketGroundExplosion
MediumRocketWaterHitEffect
Default List SecondaryEffect
SmallExplosionEffect
MediumExplosionEffect
LargeExplosionEffect
MediumBombEffect
LargeBombEffect
VeryLargeBombEffect
SmallFire
MediumFire
LargeFire
VehicleFireEffect
Default List DestroyedModels
ASR_DESTROYED.LOD
BARRACK1_DESTROYED.LOD
BARRACK2_DESTROYED.LOD
BUILDING1_DESTROYED.LOD
BUILDING2_DESTROYED.LOD
BUILDING3_DESTROYED.LOD
BUNKER1_DESTROYED.LOD
BUNKER2_DESTROYED.LOD
COMMBUILDING1_DESTROYED.LOD
CRANE_DESTROYED.LOD
DRILLINGTOWER1_DESTROYED.LOD
EOR_SHACK_DESTROYED.LOD
FIRE_DEPT_DESTROYED.LOD
FUELTANK1_DESTROYED.LOD
FUELTANK2_DESTROYED.LOD
FUELTANK3_DESTROYED.LOD
GENERATORBUILDING1_DESTROYED.LOD
GUARDTOWER1_DESTROYED.LOD
HANGAR1_DESTROYED.LOD
HANGAR2_DESTROYED.LOD
HANGAR3_DESTROYED.LOD
HQBUILDING1_DESTROYED.LOD
ILS_SHACK_DESTROYED.LOD
OILPUMP1_DESTROYED.LOD
OILTANK1_DESTROYED.LOD
SHACK1_DESTROYED.LOD
SHELTERA_DESTROYED.LOD
SHELTERB_DESTROYED.LOD
TENT1_DESTROYED.LOD
TOWER1_DESTROYED.LOD
TOWER2_DESTROYED.LOD
VBRIDGE1DEST.LOD
VBRIDGE2DEST.LOD
VBRIDGE3DEST.LOD
VINDUSTRIAL1DEST.LOD
VINDUSTRIAL2DEST.LOD
VINDUSTRIAL3DEST.LOD
VINDUSTRIAL4DEST.LOD
VPOWER1DEST.LOD
VPOWER2DEST.LOD
VPOWER3DEST.LOD
VTOWER1DEST.LOD
WAREHOUSE1_DESTROYED.LOD
WATERTOWER1_DESTROYED.LOD
BRDM_DESTROYED.LOD
CARGOSHIP_DAMAGED.LOD
CARGOSHIP_DESTROYED.LOD
JEEP_DESTROYED.LOD
RADAR_DESTROYED.LOD
SA-2_LAUNCHER_DESTROYED.LOD
TANK_DESTROYED.LOD
TANKER_DAMAGED.LOD
TANKER_DESTROYED.LOD
TRUCK_DESTROYED.LOD
CRATER.LOD
VERYSMALLCRATER001.LOD
VERYSMALLCRATER002.LOD
VERYSMALLCRATER003.LOD
SMALLCRATER001.LOD
SMALLCRATER002.LOD
SMALLCRATER003.LOD
MEDIUMCRATER001.LOD
MEDIUMCRATER002.LOD
MEDIUMCRATER003.LOD
LARGECRATER001.LOD
LARGECRATER002.LOD
LARGECRATER003.LOD
VERYLARGECRATER001.LOD
VERYLARGECRATER002.LOD
VERYLARGECRATER003.LOD
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Typical Example
[TargetType313]
Name=Chinook_HC_Mk1_Static
FullName=HC Mk1 Chinook Supply Helo
TargetType=MISC
ActiveYear=1980
TargetValue=20
UseGroundObject=TRUE
SetToGround=TRUE
GroundObjectType=Chinook_HC_Mk1_Static
RepairRate=0.555
StartDetectChance=20
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=8000.0
DestroyedEffect=MediumExplosionEffect
SecondaryEffect=
SecondaryChance=0
(GroundObject)
(Chinook_HC_Mk1_Static) Folder
Chinook_HC_Mk1_Static_data.ini
[MissionData]
NationName=RAF
ServiceStartYear=1980
ServiceEndYear=2020
GroundObjectRole=COMMAND
Availability=COMMON
Exported=FALSE
[GroundObjectData]
DamagedModel=
DestroyedModel=MEDIUMCRATER003.LOD
DestroyedEffect=MediumExplosionEffect
EmptyMass=10500.0
Component[001]=Body
[Sound]
EngineSoundName=
MovementSoundName=
[DetectSystem]
TargetType=AIR_AND_GROUND
MaxVisibleDistance=8000.000000
RadarCrossSection=16.0
[WeaponSystem]
TargetType=AIR_AND_GROUND
[Body]
ModelNodeName=ch-fus
MaxExtentPosition=2.260,9.644,5.758
MinExtentPosition=-2.276,-7.935,0.000
HasArmor=FALSE
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There Are Multiple Effects And Variations You Can Add To Ground Objects Plus Lighting And Gas Extrusions Like Refinery Burn Off Valves And Anti-Collision Lighting.
There Are Enough Destroyed Lod's Out There To Create Bombed Out Terrain Effects For Enhanced Terrain Mapping The Possibilties Are Indeed Massive And Input Time Extensive.
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More Examples
[TargetType298]
Name=AN_FPS-90
FullName=AN/FPS-6C/90 HF Radar
TargetType=COMMAND_BUILDING
ActiveYear=1957
TargetValue=200
UseGroundObject=TRUE
GroundObjectType=AN_FPS-90
RepairRate=0.555
StartDetectChance=50
StartIdentifiedChance=10
IncreaseDetectChanceKey=10
MaxVisibleDist=15000.0
DestroyedEffect=LargeTallStructureCollapse
SecondaryEffect=
SecondaryChance=0
[TargetType134]
Name=Floodlight12m
FullName=Floodlight
ModelName=Floodlight12m.lod
TargetType=MISC
ActiveYear=0
TargetValue=0
UseGroundObject=FALSE
DamagePoint=0.010
ArmorValue=0.0
ArmorType=0
RepairRate=0.050
StartDetectChance=20
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=8000.0
DestroyedEffect=
DestroyedModel=
SecondaryChance=0
Effect=FloodLightEffect
EffectOffset=0.00,0.01,12.00