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stormridersp

Visitor3, Buldozer and Folders wresting!

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Its been almost 2 months I´ve started to dedicate myself to editing and all I could do so far is to wrestle against the system. I´ve already freshly re-installed everything 3 times, 3 times I´ve extracted all those pbos, more than a thousand times I´ve imported .xyz into Visitor3, hundreds of hours into satmaps editing, but never, not even a single time I could load up any data into Arma2 (except for the TUT\TUT_Samplemap ofcourse).

This time, I would like to do it right for once.

Alright. I´ve reinstalled BIS Editing Tools so I now have a fresh P:\ Drive.

1- Can someone help me setting it up so I can use arma2oa.exe as buldozer?

1.1- Will this allow me to use VODOL 49 files, for example, those used in Takistan Map?

2- What pbos exactly should I extract/derapify and copy inside P:\? I´m running everything in a small bootcamp partition, so size matters here, whatever space I can save, more space I can play in.

3- I then would like to load up my xyz heightmap, my satmap and a mask containing only one texture: sand (from takistan). PBO in everything and load it up into Arma2 to test.

It sounds simple, but I´ve spent almost 2 months and I´m still begging for help....

Thanks mates,

cheers

---------- Post added at 08:03 PM ---------- Previous post was at 07:24 PM ----------

1- Fresh Install

5192792214_951b8e5489_m.jpg

Basic P:\ Drive by rider.storm71, on Flickr

5192818370_a1d67d58cc_m.jpg

Buldozer´s 1st run. by rider.storm71, on Flickr

---------- Post added at 08:50 PM ---------- Previous post was at 08:03 PM ----------

If you start OA and you ckeck the commands of the game itself, bulldozer section, you can find them.

This bulldozer is fully compatible with old projects (at least as far as i have tested it, of course) and make maps compatible between A2 and A2OA (tested tonite on my project).

To use new bulldozer:

copy arma2oa.exe to p:\

copy \expansion\dta\bin.pbo to p:\

copy \expansion\dta\core.pbo to p:\

copy \expansion\dta\languagecore.pbo to p:\

unpbo them in their folders (make a copy of old ones to be sure)

set bulldozer to use as viewer p:\arma2oa.exe

working folder p:\

When on bulldozer -> F1 -> set keys and bind your preferred keys to new smooth features.

This is what i did. No warranties are provided, to be clear

http://forums.bistudio.com/showpost.php?p=1668757&postcount=3

5192931876_98012b4731_m.jpg

Copying OA pbos by rider.storm71, on Flickr

Copying OA pbos (bin, core, languagecore) to P

5192932412_a0bf5329a9_m.jpg

Folders after extraction of OA pbos by rider.storm71, on Flickr

Files extracted using eliteness. View inside P:\bin and folder structure.

5192335915_e3874a83e0_m.jpg

Running buldozer with the same heightmap by rider.storm71, on Flickr

Buldozer crashing just after extruding hills and loading the same map which was sucessfully loaded before.

---------- Post added at 09:39 PM ---------- Previous post was at 08:50 PM ----------

Ok, doing the same with the files Ive got from the Latest Beta Patch, I think I could finally make it works.

Edited by stormridersp

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Well, don't worry, I had the same crash with Arma2OA.exe the first time I used it as buldozer.

I don't know why but if you try to load a terrain without a SAT_LCO (so, white terrain as your screenshot), ArmA2OA crashes.

Create a Sat_LCO and Sat_Mask and import them. After that, connect to Buldozer (ArmA2OA.exe)...After the conversion you will see the terrain with textures, and buldozer will not crash :D

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Hi stormrider!

OK... firstly - you only need to use the beta as a source for the OA files if you use a Steam version of OA... I see from your pic you have a standard CO install, so that should be fine...

Right... looked at the pics - only thing I see missing from P: is the traditional tutorial bin_temp folder for BINpbo...

Lets start at the beginning...

Initial core install pic looks fine... following your pic sequence you're copying over the correct files - from expansion/dta you've copied bin.pbo, core.pbo and languagecore.pbo over to your P:\ root directory - and unpack them to folders right there... bin and core will want to replace the old ones - make a backup and let them... languagecore is new so thats fine and I see it in place in your pic...

Now the exe... grab your ArmA2OA.exe from the game directory and dump it on P:\ root as well...

Now we need to setup Visitor... run Visitor (you don't need to load a project) and call up the Tools/System Preferences window...

It'll be labelled "RealTime Viewer Settings"

In the "Path to realtime viewer working dir" section you should have

p:\

And in the "Command to launch realtime viewer (Buldozer), put this...

"p:\arma2oa.exe" -window -buldozer -cfg=mybdozer.cfg -profiles=myprofile.armaprofile

Now you need those two files - a config and a profile... here's ready made ones... they look like this...

CFG

language="German";
adapter=-1;
3D_Performance=10000;
Resolution_Bpp=32;
Resolution_W=1440;
Resolution_H=900;
refresh=60;
winX=11;
winY=32;
winW=1440;
winH=900;
winDefW=1440;
winDefH=900;
Render_W=1440;
Render_H=900;
FSAA=0;
postFX=0;
GPU_MaxFramesAhead=1000;
GPU_DetectedFramesAhead=1;
HDRPrecision=8;
lastDeviceId="";
localVRAM=307298304;
nonlocalVRAM=1878159360;
Windowed=1;
vsync=1;

PROFILE

version=1;
blood=1;
singleVoice=0;
shadingQuality=2;
shadowQuality=3;
anisoFilter=0;
TexQuality=2;
TexMemory=2;
useWBuffer=0;
tripleHead=0;
keyMoveForward[]={17,200};
keyMoveBack[]={31,208};
keyTurnLeft[]={30,203};
keyTurnRight[]={32,205};
keyMoveUp[]={201};
keyMoveDown[]={209};
keyMoveFastForward[]={273};
keyMoveSlowForward[]={};
keyMoveLeft[]={211};
keyMoveRight[]={207};
keyEvasiveForward[]={};
keyEvasiveLeft[]={16};
keyEvasiveRight[]={18};
keyEvasiveBack[]={};
keyStand[]={46};
keyCrouch[]={45};
keyProne[]={44};
keyLeanLeft[]={16,524291};
keyLeanRight[]={18,524297};
keyLeanLeftToggle[]={272};
keyLeanRightToggle[]={274};
keyWalkRunToggle[]={298};
keyWalkRunTemp[]={42};
keyToggleWeapons[]={33};
keySwitchWeapon[]={};
keyFire[]={487653376};
keyDefaultAction[]={65536};
keyReloadMagazine[]={19};
keyLockTargets[]={15};
keyLockTarget[]={65537};
keyRevealTarget[]={65537};
keyTempRaiseWeapon[]={};
keyToggleRaiseWeapon[]={-1660944365,285};
keyPrevAction[]={26,1048580};
keyNextAction[]={27,1048581};
keyAction[]={28,65538};
keyHeadlights[]={38};
keyNightVision[]={49};
keyBinocular[]={48};
keyHandgun[]={39};
keyCompass[]={37};
keyCompassToggle[]={293};
keyWatch[]={24};
keyWatchToggle[]={280};
keyMiniMap[]={};
keyMiniMapToggle[]={-1660944334};
keyShowMap[]={50};
keyHideMap[]={50};
keyHelp[]={35};
keyTimeInc[]={13};
keyTimeDec[]={12};
keyOptics[]={82,65665};
keyPersonView[]={156,210};
keyTacticalView[]={83};
keyZoomIn[]={78};
keyZoomInToggle[]={334};
keyZoomOut[]={74};
keyZoomOutToggle[]={330};
keyZoomContIn[]={524299};
keyZoomContOut[]={524293};
keyLookAround[]={56};
keyLookAroundToggle[]={55,312};
keyLookLeftDown[]={79};
keyLookDown[]={80};
keyLookRightDown[]={81};
keyLookLeft[]={75};
keyLookCenter[]={76};
keyLookRight[]={77};
keyLookLeftUp[]={71};
keyLookUp[]={72};
keyLookRightUp[]={73};
keyLookLeftCont[]={524289};
keyLookRightCont[]={524295};
keyLookDownCont[]={524288};
keyLookUpCont[]={524294};
keyPrevChannel[]={51};
keyNextChannel[]={52};
keyChat[]={53};
keyVoiceOverNet[]={314};
keyPushToTalk[]={58};
keyPushToTalkAll[]={};
keyPushToTalkSide[]={};
keyPushToTalkCommand[]={};
keyPushToTalkGroup[]={};
keyPushToTalkVehicle[]={};
keyPushToTalkDirect[]={};
keyNetworkStats[]={23};
keyNetworkPlayers[]={25};
keySelectAll[]={41};
keyTurbo[]={};
keyVehicleTurbo[]={42};
keyWalk[]={};
keyHoldBreath[]={65537};
keySalute[]={43};
keySitDown[]={40};
keySurrender[]={};
keyGetOver[]={47};
keyAimUp[]={1048578};
keyAimDown[]={1048579};
keyAimLeft[]={1048576};
keyAimRight[]={1048577};
keyAimHeadUp[]={1048578};
keyAimHeadDown[]={1048579};
keyAimHeadLeft[]={1048576};
keyAimHeadRight[]={1048577};
keyIngamePause[]={1};
keyMenuSelect[]={};
keyMenuBack[]={14,65665};
keyForceCommandingMode[]={57};
keySwitchCommand[]={486539321,221};
keyHeliUp[]={16,201};
keyHeliDown[]={44,209};
keyHeliLeft[]={1048576};
keyHeliRight[]={1048577};
keyHeliCyclicLeft[]={30,203};
keyHeliCyclicRight[]={32,205};
keyHeliRudderLeft[]={45,211};
keyHeliRudderRight[]={46,207};
keyHeliForward[]={17,200,1048579};
keyHeliBack[]={31,208,1048578};
keyHeliFastForward[]={18};
keyAutoHover[]={299};
keyAutoHoverCancel[]={43};
keyHeliThrottlePos[]={};
keyHeliThrottleNeg[]={};
keySeagullUp[]={16,201,1048579};
keySeagullDown[]={44,209,1048578};
keySeagullForward[]={17,200};
keySeagullBack[]={31,208};
keySeagullFastForward[]={18};
keyCarLeft[]={30,203,1048576};
keyCarRight[]={32,205,1048577};
keyCarWheelLeft[]={};
keyCarWheelRight[]={};
keyCarForward[]={17,200};
keyCarBack[]={31,208};
keyCarFastForward[]={18};
keyCarSlowForward[]={16};
keyCarAimUp[]={1048578};
keyCarAimDown[]={1048579};
keyCarAimLeft[]={1048576};
keyCarAimRight[]={1048577};
keyCommandLeft[]={30,203};
keyCommandRight[]={32,205};
keyCommandForward[]={17,200};
keyCommandBack[]={31,208};
keyCommandFast[]={18};
keyCommandSlow[]={16};
keySwitchGunnerWeapon[]={486539297};
keyVehLockTargets[]={15};
keySwapGunner[]={};
keyHeliManualFire[]={40};
keyTurnIn[]={45,46};
keyTurnOut[]={44};
keyCancelAction[]={};
keyCommandWatch[]={56};
keyTeamSwitch[]={20};
keyTeamSwitchPrev[]={21};
keyTeamSwitchNext[]={22};
keyGear[]={34};
keyGetOut[]={};
keyEject[]={};
keyLandGear[]={-1660944350};
keyLandGearUp[]={-1660944350};
keyFlapsDown[]={-1660944347};
keyFlapsUp[]={-1660944346};
keyBuldSwitchCamera[]={210};
keyBuldFreeLook[]={76,33};
keyBuldSelect[]={57};
keyBuldResetCamera[]={82};
keyBuldMagnetizePoints[]={63};
keyBuldMagnetizePlanes[]={64};
keyBuldMagnetizeYFixed[]={65};
keyBuldTerrainRaise1m[]={24};
keyBuldTerrainLower1m[]={38};
keyBuldTerrainRaise5m[]={};
keyBuldTerrainLower5m[]={};
keyBuldTerrainShowNode[]={35};
keyBuldSelectionType[]={31};
keyBuldLeft[]={30};
keyBuldRight[]={32};
keyBuldForward[]={17};
keyBuldBack[]={45};
keyBuldMoveLeft[]={203};
keyBuldMoveRight[]={205};
keyBuldMoveForward[]={200};
keyBuldMoveBack[]={208};
keyBuldTurbo[]={42};
keyBuldUp[]={201,16};
keyBuldDown[]={209,44};
keyBuldLookLeft[]={75,1048576};
keyBuldLookRight[]={77,1048577};
keyBuldLookUp[]={72,1048578};
keyBuldLookDown[]={80,1048579};
keyBuldZoomIn[]={1048580};
keyBuldZoomOut[]={1048581};
keyBuldTextureInfo[]={20};
keyDiary[]={36};
keyUser1[]={17};
keyUser2[]={31};
keyUser3[]={30};
keyUser4[]={32};
keyUser5[]={16};
keyUser6[]={44};
keyUser7[]={72};
keyUser8[]={80};
keyUser9[]={75};
keyUser10[]={77};
keyUser11[]={42,54};
keyUser12[]={57};
keyUser13[]={210};
keyUser14[]={211};
keyUser15[]={};
keyUser16[]={};
keyUser17[]={};
keyUser18[]={};
keyUser19[]={};
keyUser20[]={};
customScheme=1;
trackIR=1;
freeTrack=0;
controller="Default";
sensitivity="Medium";
vibrations=1;
class ControllerSchemes
{
};
keyActionContext[]={65536,131072};
keyOpticsMode[]={181};
keyZeroingUp[]={201};
keyZeroingDown[]={209};
keyDSInterface[]={905969689};
keyLaunchCM[]={19};
keyNextCM[]={486539283};
keyBuldTerrainRaise10cm[]={22};
keyBuldTerrainLower10cm[]={36};
keyBuldTerrainRaise50cm[]={23};
keyBuldTerrainLower50cm[]={37};
revMouse=0;
mouseSensitivityX=1;
mouseSensitivityY=1;
floatingZoneArea=0;
mouseSmoothing=30;
joystickSensitivity[]={0.5,0.5,0.5,0.5,0.5,0.5,1,1,0.5,0.5,0.5,0.5,0.5,0.5,1,1};
class Difficulties
{
class regular
{
	class Flags
	{
		Armor=1;
		FriendlyTag=1;
		EnemyTag=0;
		HUD=1;
		HUDPerm=1;
		HUDWp=1;
		HUDWpPerm=1;
		HUDGroupInfo=1;
		AutoSpot=1;
		Map=1;
		WeaponCursor=1;
		AutoGuideAT=1;
		ClockIndicator=1;
		3rdPersonView=1;
		UltraAI=0;
		AutoAim=0;
		CameraShake=1;
		UnlimitedSaves=1;
		DeathMessages=1;
		NetStats=1;
		VonID=1;
	};
	skillFriendly=0.75;
	skillEnemy=0.60000002;
	precisionFriendly=0.75;
	precisionEnemy=0.60000002;
};
class veteran
{
	class Flags
	{
		HUD=1;
		HUDWp=1;
		HUDWpPerm=1;
		HUDGroupInfo=1;
		WeaponCursor=1;
		ClockIndicator=1;
		3rdPersonView=1;
		UltraAI=0;
		CameraShake=1;
		DeathMessages=1;
		NetStats=1;
		VonID=0;
	};
	skillFriendly=0.85000002;
	skillEnemy=0.85000002;
	precisionFriendly=0.85000002;
	precisionEnemy=0.85000002;
};
};
showTitles=1;
showRadio=1;
maxSamplesPlayed=32;
headBob=1;
sceneComplexity=500000;
viewDistance=1600.0001;
terrainGrid=6.25;
volumeCD=6.5;
volumeFX=8.5;
volumeSpeech=5.5;
volumeVoN=6.5;
vonRecThreshold=0.029999999;
gamma=1;
brightness=1;
fovTop=0.75;
fovLeft=1.2;
uiTopLeftX=0;
uiTopLeftY=0;
uiBottomRightX=1;
uiBottomRightY=1;
IGUIScale=0.85000002;

Make sure those two files are on your P:\ root directory as well!

Lots of unnecessary stuff in there - just adapted these from my working game files... you can easily reconfigure them any way you want though, and delete or ignore unnecessary stuff - basically they control the size and position and quality of the Buldozer window, and the profile handles things like key assignments... you'll probably find my control setup for buldozer a bit nonstandard and confusing - just change the assignments if you like...

Anyway - that should work... the test terrain you're using loads OK - the only things you've changed are the copying over and unpacking of the OA stuff and the OA .exe - plus set up Visitor appropriately... it should work...

As far as unpacking things to P:\CA\ is concerned - unpack stuff you're planning to use - that'll probably include "buildings", ""structures", probably the 3 x "misc" ones - you can add stuff later so don't worry about this for now... I'm sure Alliex posted a good pic of his P:\CA layout a while back - I'll see if I can find the link... worry about that once you've got preview working properly... one step at a time, then - if it fails, you know where to look for issues... a complete terrain of your own - just as basic as TUT_Samplemap - but entirely your own structure and making - in-game and working, is the primary goal... then thats you on your way - you can expand the layers, the clutter, the config as required as you advance your project...

Have a go with these config files and see how you get on - once you get by this basic hurdle it's all pretty straightforward and easy...

Don't despair!

B

Edited by Bushlurker

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Since I have switched from vanilla ArmA.exe to OA.exe in Buldozer, Visitor3 goes on crashing if I don't get the map textured before launching Buldozer ... but if I went Tools>Import Satellite+Mask...> before it works fine.

So no more white map rendering now and I need to have all the items needed in order to texture the map before rendering in Buldozer, textures, layers, _Sat and _Mask.

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After a number of attempts in trying to access Arrowhead objects by following the various suggestions posted, I was finally able to do so...the configs Mr. Bushlurker posted made the difference.

I have not had crashing in V3, but I find the "new" buldozer to be extremely slow; if it took minutes to process object changes in the past, it now takes hours... does anyone else experience this?

Thanks,

Walker

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Finally some good news!

I could load it up into Arma2. Got to flown a little bit, and mess with the mission editor too.

Thanks to everybody that have been helping me here, and special thanks to Bushlurker ofcourse. Now I think I'm right on tracks!

I'll post some shots later and will keep updating here while developing.

cheers

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Well done stormrider!!!

That's you on your way now... make a celebratory Full Project Backup at this point ;) then you can start expanding and developing stuff...

congratulations!

B

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Now that I have it working, how should I handle my map´s config.cpp in order to use takistan objects and textures?

I´ve tried modifying a few bits from Takistani´s pbo´s config.cpp, but there are a hellful of a lot info I dont know what to do with. I would specially like to the the horizon and weather bits, but how about the rest of it?

Also, for me to use takistani extracted textures, do I also have to extract them pngs inside the paas?

Ive downloaded my map´s new sat-image via Universal Maps Downloader, but ended up with and incredibly huge merged file, weighting more than 3Gbs. How should I handle that file, knowing that photoshop didnt and wont open a file that large?

Thanks mates,

Cheers

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Here's my config.cpp using the Takistan textures and clutter and everthing else

#define _ARMA_

//Class config.bin{
class CfgPatches
{
class TUP_Qom
{
	units[] = {"TUP_Qom"};
	weapons[] = {};
	requiredVersion = 1.03;
	requiredAddons[] = {"CA_E","CARoads_E","CARocks_E","CAStructures_E","CAMisc_E","Chernarus"};
	version = "2010-11-11";
	fileName = "TUP_Qom.pbo";
	author = "Tupolov";
	mail = "";
};
};

class CfgVehicles{};

class CfgWorlds
{
 	class DefaultClutter
{
	scaleMin = 0.9;
	scaleMax = 1.4;
};

class DefaultWorld
{
	class Weather
	{
		class Overcast;
	};
};

class CAWorld: DefaultWorld
{
	class Grid{};
 		class DayLightingBrightAlmost;
 		class DayLightingRainy;
 		class DefaultClutter;
 		class EnvSounds;
 		class Weather: Weather
 		{
  			class Lighting;
  			class Overcast: Overcast
  			{
   				class Weather1;
   				class Weather2;
   				class Weather3;
   				class Weather4;
   				class Weather5;
   				class Weather6;
 			 };
 		};
};

class DefaultLighting;

class TUP_Qom: CAWorld
{
 		cutscenes[] = {"QomIntro1"};
	description = "Nuclear Facility, Qom, Iran";
	icon = "tup\tup_qom\icons\iran.paa";
	worldName= "tup\tup_qom\TUP_Qom.wrp";
 		pictureMap = "";
	pictureShot = "tup\tup_qom\data\qm_Picture_ca.paa";
 		plateFormat = "QM$ - #####";
 		plateLetters = "ABCDEGHIKLMNOPRSTVXZ";
	longitude = 50; // positive is east, in degrees?
	latitude = 34; // positive is south, in degrees?
 		elevationOffset = 2000;

	class EnvSounds: EnvSounds
 		{
  			class Sea
  			{
   				name = "$STR_DN_SEA";
   				sound[] = {"ca\Sounds_E\sfx\lake_1",0.1,1};
   				soundNight[] = {"ca\Sounds_E\sfx\lake_3",0.177828,1};
   				volume = "sea";
  			};
 		};

	class OutsideTerrain
 		{
  			satellite = "tup\tup_qom\data\s_satout_co.paa";
  			enableTerrainSynth = 1;
  			class Layers
  			{
   				class Layer0
   				{
   					nopx = "tup\tup_qom\data\qm_polopoust_nopx.paa";
    					texture = "tup\tup_qom\data\qm_polopoust_co.paa";
   				};
  			};
	};

	class Grid: Grid
 		{
 			offsetX = 0;
  			offsetY = 0;
  			class Zoom1
  			{
   				zoomMax = 0.15;
   				format = "XY";
   				formatX = "000";
   				formatY = "000";
   				stepX = 100;
   				stepY = -100;
  			};
  			class Zoom2
 			{
   				zoomMax = 0.85;
   				format = "XY";
   				formatX = "00";
   				formatY = "00";
   				stepX = 1000;
   				stepY = -1000;
  			};
  			class Zoom3
  			{
   				zoomMax = 1e+030;
   				format = "XY";
   				formatX = "0";
   				formatY = "0";
   				stepX = 10000;
   				stepY = -10000;
  			};
 		};

	startTime = "16:20";
		startDate = "11/11/2010";
 		startWeather = 0.4;
 		startFog = 0;
		forecastWeather = 0.4;
 		forecastFog = 0;
 		centerPosition[] = {5120,5120,800};
 		seagullPos[] = {5120,5120,500};

	ilsPosition[] = {3436.7,8991.73,695.7};
 		ilsDirection[] = {0.9272,0.080,-0.3746};
 		ilsTaxiOff[] = {2507.6,9372.12,2474.34,9372.12,2339.08,9317.13,2339.52,9302.72,3094.98,8996.06,3153.07,8855.7};
 		ilsTaxiIn[] = {3161.06,8839.73,3322.26,8900.93,3389.89,8904.7,3428.14,8969.67,3399.87,9008.25,3254.85,9069.45};
	drawTaxiway = 1;

	class ReplaceObjects{};

	class Sounds
 		{
  			sounds[] = {};
 		};

	class Animation
 		{
  			vehicles[] = {};
 		};

	class Lighting: DefaultLighting
	{
  			groundReflection[] = {0.06,0.06,0.03};
 		};

	class DayLightingBrightAlmost: DayLightingBrightAlmost
 		{
  		deepNight[] = {-15,
   			{ 0.037,0.063,0.091 },
   			{ 0.001,0.001,0.0012 },
   			{ 0.067,0.075,0.091 },
   			{ 0.003,0.004,0.006 },
  			{ 0.0001,0.0001,0.0002 },
   			{ 0.0001,0.0001,0.0002 },0};
  		fullNight[] = {-5,
   			{ 0.182,0.213,0.25 },
   			{ 0.05,0.111,0.221 },
   			{ 0.04,0.034,0.004 },
   			{ 0.039,0.049,0.072 },
   			{ 0.082,0.128,0.185 },
   			{ 0.283,0.35,0.431 },0};
  		sunMoon[] = {-3.75,
   			{ 0.377,0.441,0.518 },
   			{ 0.103,0.227,0.453 },
   			{ 0.04,0.034,0.004 },
   			{ 0.039,0.049,0.072 },
   			{ 0.174,0.274,0.395 },
   			{ 0.582,0.72,0.887 },0.5};
  		earlySun[] = {-2.5,
   			{ 0.675,0.69,0.784 },
   			{ 0.22,0.322,0.471 },
   			{ 0.04,0.034,0.004 },
   			{ 0.039,0.049,0.072 },
   			{ 0.424,0.549,0.745 },
   			{ 0.698,0.753,0.894 },1};
  		sunrise[] = {0,
   			{ 0.675,0.69,0.784 },
   			{ 0.478,0.51,0.659 },
   			{ 0.2,0.19,0.07 },
   			{ 0.124,0.161,0.236 },
   			{ 
   			 { 0.847,0.855,0.965 },0.2 },
   			{ 
   			 { 0.933,0.949,0.996 },2 },1};
  		earlyMorning[] = {3,
   			{ 
   			 { 0.844,0.61,0.469 },2 },
   			{ 0.424,0.557,0.651 },
   			{ 
   			 { 1,0.45,0.2 },1 },
   			{ 0.12,0.26,0.38 },
   			{ 
   			 { 0.428,0.579,0.743 },2 },
   			{ 
   			 { 0.844,0.61,0.469 },2.7 },1};
  		midMorning[] = {8,
   			{ 
   			 { 0.822,0.75,0.646 },3.8 },
   			{ 
   			 { 0.383,0.58,0.858 },1.3 },
   			{ 
   			 { 1.3,0.9,0.61 },3.8 },
   			{ 
   			 { 0.12,0.18,0.28 },0.5 },
   			{ 
   			 { 0.322,0.478,0.675 },3.5 },
   			{ 
   			 { 1,0.929,0.815 },4.7 },1};
  		morning[] = {16,
   			{ 
   			 { 1,0.95,0.91 },11.2 },
   			{ 
   			 { 0.12,0.18,0.28 },7.5 },
   			{ 
   			 { 1,0.95,0.91 },11.2 },
   			{ 
   			 { 0.12,0.16,0.18 },7.5 },
   			{ 
   			 { 0.14,0.18,0.24 },10.5 },
   			{ 
   			 { 0.5,0.6,0.9 },11.7 },1};
 		noon[] = {45,
   			{ 
   			 { 0.98,0.96,0.9 },13.55 },
   			{ 
   			 { 0.3,0.32,0.35 },9.5 },
   			{ 
   			 { 1,0.95,0.91 },13.2 },
   			{ 
   			 { 0.12,0.16,0.18 },9.5 },
   			{ 
   			 { 0.14,0.14,0.14 },12.5 },
   			{ 
   			 { 0.5,0.6,0.9 },13.7 },1};
 		};

	class DayLightingRainy: DayLightingRainy
		{
  		deepNight[] = {-15,
   			{ 0.0034,0.0034,0.004 },
   			{ 0.003,0.003,0.003 },
   			{ 0.0034,0.0034,0.004 },
   			{ 0.003,0.003,0.003 },
   			{ 0.001,0.001,0.002 },
   			{ 0.001,0.001,0.002 },0};
  		fullNight[] = {-5,
   			{ 0.023,0.023,0.023 },
   			{ 0.02,0.02,0.02 },
   			{ 0.023,0.023,0.023 },
   			{ 0.02,0.02,0.02 },
   			{ 0.01,0.01,0.02 },
   			{ 0.08,0.06,0.06 },0};
  		sunMoon[] = {-3.75,
   			{ 0.04,0.04,0.05 },
   			{ 0.04,0.04,0.05 },
   			{ 0.04,0.04,0.05 },
   			{ 0.04,0.04,0.05 },
   			{ 0.04,0.035,0.04 },
   			{ 0.11,0.08,0.09 },0.5};
  		earlySun[] = {-2.5,
   			{ 0.0689,0.0689,0.0804 },
   			{ 0.06,0.06,0.07 },
   			{ 0.0689,0.0689,0.0804 },
   			{ 0.06,0.06,0.07 },
   			{ 0.08,0.07,0.08 },
   			{ 0.14,0.1,0.12 },0.5};
  		earlyMorning[] = {0,
   			{ 
   			 { 1,1,1 },"(-4)+3.95" },
   			{ 
   			 { 1,1,1 },"(-4)+3.0" },
   			{ 
   			 { 1,1,1 },"(-4)+3.95" },
   			{ 
   			 { 1,1,1 },"(-4)+3.0" },
   			{ 
   			 { 1,1,1 },"(-4)+4" },
   			{ 
   			 { 1,1,1 },"(-4)+5.5" },1};
  		morning[] = {5,
   			{ 
   			 { 1,1,1 },"(-4)+5.7" },
   			{ 
   			 { 1,1,1 },"(-4)+4.5" },
   			{ 
   			 { 1,1,1 },"(-4)+5.7" },
   			{ 
   			 { 1,1,1 },"(-4)+4.5" },
   			{ 
   			 { 1,1,1 },"(-4)+7" },
   			{ 
   			 { 1,1,1 },"(-4)+8" },1};
  		lateMorning[] = {25,
   			{ 
   			 { 1,1,1 },"(-4)+10.45" },
   			{ 
   			 { 1,1,1 },"(-4)+9.75" },
   			{ 
   			 { 1,1,1 },"(-4)+10.45" },
   			{ 
   			 { 1,1,1 },"(-4)+9.75" },
   			{ 
   			 { 1,1,1 },"(-4)+12" },
   			{ 
   			 { 1,1,1 },"(-4)+12.75" },1};
  		noon[] = {70,
   			{ 
   			 { 1,1,1 },"(-4)+12.5" },
   			{ 
   			 { 1,1,1 },"(-4)+11" },
   			{ 
   			 { 1,1,1 },"(-4)+12" },
   			{ 
   			 { 1,1,1 },"(-4)+11" },
   			{ 
   			 { 1,1,1 },"(-4)+13.5" },
   			{ 
   			 { 1,1,1 },"(-4)+14" },1};
 		};

	class Weather: Weather
 		{
  			class Lighting: Lighting
  			{
   				class BrightAlmost: DayLightingBrightAlmost
   				{
    					overcast = 0;
   				};
   				class Rainy: DayLightingRainy
   				{
    					overcast = 1;
   				};
  			};
  			class Overcast: Overcast
  			{
   				class Weather1: Weather1
   				{
				sky = "tup\tup_qom\Data\sky_clear_sky.paa";
				skyR = "tup\tup_qom\Data\sky_clear_lco.paa";
				horizon = "tup\tup_qom\Data\sky_clear_horizont_sky.paa";
   				};
   				class Weather7: Weather1
   				{
    					sky = "tup\tup_qom\Data\sky_veryclear_sky.paa";
    					skyR = "tup\tup_qom\Data\sky_clear_lco.paa";
    					horizon = "tup\tup_qom\Data\sky_veryclear_horizont_sky.paa";
   				};
   				class Weather2: Weather2
   				{
				sky = "tup\tup_qom\Data\sky_almostclear_sky.paa";
				skyR = "tup\tup_qom\Data\sky_almostclear_lco.paa";
				horizon = "tup\tup_qom\Data\sky_almostclear_horizont_sky.paa";
   				};
   				class Weather3: Weather3
   				{
    					sky = "tup\tup_qom\Data\sky_semicloudy_sky.paa";
    					skyR = "tup\tup_qom\Data\sky_semicloudy_lco.paa";
    					horizon = "tup\tup_qom\Data\sky_semicloudy_horizont_sky.paa";
   				};
   				class Weather4: Weather4
   				{
    					sky = "tup\tup_qom\Data\sky_cloudy_sky.paa";
    					skyR = "tup\tup_qom\Data\sky_cloudy_lco.paa";
    					horizon = "tup\tup_qom\Data\sky_cloudy_horizont_sky.paa";
   				};
   				class Weather5: Weather5
   				{
    					sky = "tup\tup_qom\Data\sky_mostlycloudy_sky.paa";
    					skyR = "tup\tup_qom\Data\sky_mostlycloudy_lco.paa";
    					horizon = "tup\tup_qom\Data\sky_mostlycloudy_horizont_sky.paa";
   				};
   				class Weather6: Weather6
   				{
    					sky = "tup\tup_qom\Data\sky_overcast_sky.paa";
    					skyR = "tup\tup_qom\Data\sky_overcast_lco.paa";
    					horizon = "tup\tup_qom\Data\sky_overcast_horizont_sky.paa";
   				};
  			};
 		};

	clutterGrid = 1.5;
 		clutterDist = 125;
 		noDetailDist = 40;
 		fullDetailDist = 10;
 		midDetailTexture = "tup\tup_qom\data\qm_middle_mco.paa";
 		minTreesInForestSquare = 4;
 		minRocksInRockSquare = 3;

	class Clutter
	{
		#include "cfgClutter.hpp"
	};

	class Subdivision
 		{
  			class Fractal
  			{
   				rougness = 5;
   				maxRoad = 0.02;
   				maxTrack = 0.5;
   				maxSlopeFactor = 0.05;
  			};
  			class WhiteNoise
  			{
   				rougness = 2;
   				maxRoad = 0.01;
   				maxTrack = 0.05;
   				maxSlopeFactor = 0.0025;
  			};
  			minY = 0;
  			minSlope = 0.02;
		 };

	class Ambient
 		{
  			class Mammals
  			{
   				radius = 200;
   				cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)";
   				class Species
   				{
    					class Rabbit
    					{
    					 	probability = 0.2;
    					 	cost = 1;
    					};
   				};
  			};
  			class BigBirds
  			{
   				radius = 300;
   				cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
   				class Species
   				{
    					class Hawk
    					{
    					 	probability = 0.2;
    					 	cost = 1;
    					};
   				};
  			};
  			class Birds
 			{
			radius = 170;
			cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
			class Species
   				{
    					class Crow
    					{
     						probability = 0.2;
     						cost = 1;
    					};
   				};
  			};
  			class BigInsects
  			{
   				radius = 20;
   				cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
   				class Species
   				{
    					class DragonFly
    					{
     						probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";
     						cost = 1;
    					};
    					class ButterFly
    					{
     						probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";
     						cost = 1;
    					};
   				};
  			};
  			class BigInsectsAquatic
  			{
  				radius = 20;
  				cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
   				class Species
   				{
    					class DragonFly
    					{
     						probability = 1;
     						cost = 1;
    					};
   				};
  			};
  			class SmallInsects
  			{
   				radius = 3;
   				cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
   				class Species
   				{
    					class HouseFly
    					{
     						probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
     						cost = 1;
    					};
    					class HoneyBee
    					{
     						probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
     						cost = 1;
    					};
    					class Mosquito
    					{
     						probability = "(1 - deadBody) * (0.2 * forest)";
     						cost = 1;
    					};
   				};
  			};
  			class NightInsects
  			{
   				radius = 3;
   				cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
   				class Species
   				{
    					class Mosquito
    					{
     						probability = 1;
     						cost = 1;
    					};
   				};
  			};
  			class WindClutter
  			{
   				radius = 10;
   				cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
   				class Species
   				{
    					class FxWindGrass1
    					{
     						probability = "0.4 - 0.2 * hills - 0.2 * trees";
     						cost = 1;
    					};
    					class FxWindGrass2
    					{
     						probability = "0.4 - 0.2 * hills - 0.2 * trees";
     						cost = 1;
    					};
    					class FxWindRock1
    					{
     						probability = "0.4 * hills";
     						cost = 1;
    					};
   				};
  			};
  			class NoWindClutter
  			{
   				radius = 15;
   				cost = 8;
   				class Species
   				{
    					class FxWindPollen1
    					{
     						probability = 1;
     						cost = 1;
    					};
   				};
  			};
 		};

	class Names
	{
		#include "TUP_Qom.hpp"
	};

	skyObject = "ca\takistan\Data\obloha.p3d";
	horizontObject = "ca\takistan\Data\horizont.p3d";
	skyTexture = "tup\tup_qom\Data\sky_semicloudy_sky.paa";
	skyTextureR = "tup\tup_qom\Data\sky_semicloudy_lco.paa";
};
};

class CfgWorldList
{
class TUP_Qom {};
};

class CfgMissions
{
class Cutscenes
{
	class QomIntro1
	{
	directory = "tup\tup_qom\data\scenes\Intro.TUP_Qom";
	};
};
};

//SURFACES
#include "cfgSurfaces.hpp"

This is a working version of config.cpp.

Tup

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You might need the correct clutter.cfg and surface.cfg. Let me know if you need those as I used includes in my config.cpp

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You might need the correct clutter.cfg and surface.cfg. Let me know if you need those as I used includes in my config.cpp

That would be great mate, thank you!

Cheers

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