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shezan74

Missing clutter... could be related to texture?

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Hi friends,

i'm working on Fallujah map and i've managed to find a nice set of textures.

The problem is that those textures won't accept and show any clutter over them.

I've tried with the same config, by replacing only the name of the textures with some working ones and all works fine.

I've also used a brand new name for those textures (to avoid possible conflitcs between loaded maps) and renamed rvmat but nothing worked.

Any idea? the config is the same of Spritz Island, reworked and i cannot see problems in those textures:

This is the SURFACE include file:

class CfgSurfaces 
{
class Default {};

class Water {};

class siTerra : Default 
{
	access = ReadOnly;
	files = "shez_d2mesto_*";
	rough = 0.05;
	dust = 0.2;
	soundEnviron = "dirt";
	character = "siStubbleClutter"; //siForestMixedClutter
	soundHit = "hard_ground";
};

class siAcqua : Default 
{
	access = ReadOnly;
	files = "shez_ut_hlina_*";
	rough = 0.05;
	dust = 0.1;
	soundEnviron = "dirt"; //rock
	character = "Empty";
	soundHit = "soft_ground";
};

class siErba : Default 
{
	access = ReadOnly;
	files = "shez_d2trava_*";
	rough = 0.11;
	dust = 0.1;
	soundEnviron = "grass";
	character = "siGrassWClutter"; //siStubbleClutter siHeatherClutter siTallGrassWClutter
	soundHit = "soft_ground";
};

class siSabbia : Default 
{
	access = ReadOnly;
	files = "shez_d2pisek_*";
	rough = 0.03;
	dust = 0.1;
	soundEnviron = "rock";
	character = "siStubbleClutter";
	soundHit = "soft_ground";
};
};

class CfgSurfaceCharacters 
{
class siErbaClutter 
{
	probability[] = {0.79, 0.1, 0.1, 0.01};
	names[] = {"si_GrassCrookedGreen", "si_GrassCrooked", "si_AutumnFlowers", "si_WeedDead"};
};

class siTallGrassClutter 
{
	probability[] = {0.4, 0.2, 0.3, 0.07, 0.02, 0.01};
	names[] = {"si_GrassTall", "si_AutumnFlowers", "si_GrassBunch", "si_GrassCrooked", "si_WeedDead", "si_WeedDeadSmall"};
};

class siGrassWClutter 
{
	probability[] = {0.65, 0.17, 0.1, 0.05, 0.03};
	names[] = {"si_GrassCrooked", "si_GrassCrookedGreen", "si_AutumnFlowers", "si_WeedDead", "si_WeedDeadSmall"};
};

class siTallGrassWClutter 
{
	probability[] = {0.25, 0.25, 0.2, 0.2,0.2};
	names[] = {"si_GrassTall","si_GrassBunch", "si_GrassCrookedGreen","si_GrassCrooked","si_StubbleClutter"};
};

class siForestMixedClutter 
{
	probability[] = {0.2, 0.1, 0.2, 0.001, 0.003};
	names[] = {"si_GrassCrookedForest", "si_FernAutumn", "si_FernAutumnTall", "si_MushroomsHorcak", "si_MushroomsPrasivka"};
};

class siForestFirClutter 
{
	probability[] = {0.4, 0.1, 0.1, 0.15, 0.05, 0.003, 0.005, 0.008, 0.004};
	names[] = {"si_BlueBerry", "si_FernAutumn", "si_FernAutumnTall", "si_SmallPicea", "si_RaspBerry", "si_MushroomsHorcak", "si_MushroomsPrasivka", "si_MushroomsBabka", "si_MushroomsMuchomurka"};
};

class siHeatherClutter 
{
	probability[] = {0.15, 0.5, 0.3, 0.1};
	names[] = {"si_BlueBerry", "si_HeatherBrush", "si_GrassCrooked", "si_WeedSedge"};
};

class siStubbleClutter 
{
	probability[] = {0.375, 0.01, 0.01, 0.005}; //0.975, 0.01, 0.01, 0.005
	names[] = {"si_StubbleClutter", "si_AutumnFlowers", "si_WeedDeadSmall", "si_WeedDead"};
};
};

Here the source of layers.cfg

class Layers
{
 class terra //blu
 {
   texture = "shez\fallujah\data\shez_d2mesto_detail_co.paa";
   material= "shez\fallujah\data\shez_d2mesto.rvmat";
 };
 class sabbia //rosso
 {
   texture = "shez\fallujah\data\shez_d2pisek_detail_co.paa";
   material= "shez\fallujah\data\shez_d2pisek.rvmat";
 };
 class erba //verde
 {
   texture = "shez\fallujah\data\shez_d2trava_detail_co.paa";
   material= "shez\fallujah\data\shez_d2trava.rvmat";
 };
 class acqua //nero
 {
   texture = "shez\fallujah\data\shez_ut_hlina_detail_co.paa";
   material= "shez\fallujah\data\shez_ut_hlina.rvmat";
 };
};


class Legend
{
picture="shez\fallujah\source\mapLegend.png";
class Colors
{
    acqua[]={{0,0,0}};
    terra[]={{0,0,255}};
    sabbia[]={{255,0,0}};
    erba[]={{0,255,0}};
};
};

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How are you managing 6 different clutters on 4 different surfaces ?

I was assuming you can get only one clutter associated to one surface ...

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How are you managing 6 different clutters on 4 different surfaces ?

I was assuming you can get only one clutter associated to one surface ...

Yes, other clutters are unused.

They're only defined there but doesn't create any trouble if unused. I will remove them for the final release.

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Of course, I have seen them behind // .... ^^

I was just trying to suggest that these unused clutters can be a part of the problem, so I will tell you to try again after having deleted all unused clutters in the terrain .hpp as well as on other directory such as BinTemp.

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hey shez, im not sure if i understood you right. but if you use the same class names as on the other island it wont work. you have to rename the classnames and the texture names!

for example: siErbaClutter to shezErbaClutter or sitexture1.rvmat to sheztexture1.rvmat

i hope you know what i mean with those examples. I had a similar problem before, using same textures and clutterconfigs etc. i had to give them all completly different names then on my first island to make em work :)

Hope this helps.

P.s. If i not understood you right forget this^^

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Maybe is a problem related to spritz island installed with same name... It worth a try :)

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Commander1985 you got the point!

I've renamed the clutter names (that was the same of Spritz Island) and clutter magically appears.

Grazie ;)

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Problem solved... but why does it happen?

It seems just like Visitor 3 does not make any changes at all in some circumstances...

Anyone knows why?

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Visitor 3 is not involved.

The problem is with the configuration file that is processed with binarization software. When you load more than one island and some surface names are shared between more than one island the program fails. Probably for a memory shared area for clutter variables or so.

This is the 'proof' that arma2 will effectively load all island addons on load, and not only when the addon is needer.

Now, to maximize performances, i will load on game only needed islands and nothing more (except other addons for sound/visual)

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