ferst 10 Posted August 28, 2010 how to make the procedural grass to appear on my map??? Share this post Link to post Share on other sites
oldbear 390 Posted September 4, 2010 (edited) Do you mean grass covering the terrain build by continuous terrain procedure ? There are no grass clutter, nor any clutter in this area, only ground colors build from grass texture, mid_texture and sat_out. If you mean "normal" grass you must add a grass clutter, defined in class clutter to a grass ground texture defined in CfgSurfaces using the CfgSurfaceCharacters to link them in. Here it's how it looks in my Brik map config : in the class clutter area: class brik_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.5; scaleMax = 0.75; }; in the class CfgSurfaces area : class brik_trava: Default { access = 2; files = "brik_trava_*"; rough = 0.1; dust = 0.01; soundEnviron = "grass"; character = "brik_grassClutter"; soundHit = "soft_ground"; }; in the class CfgSurfaceCharacters area : class brik_grassClutter { probability[] = {0.8,0.4,0.01}; names[] = {"brik_GrassCrookedGreen","brik_GrassTall","brik_WeedSedge"}; }; If you mean how to let the grass appears if you have already a nice .cpp for your nice map then something is wrong somewhere. Edited September 4, 2010 by Old Bear Share this post Link to post Share on other sites