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Xantog

Number of clutter useable in a map?

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Hi,

How many different clutter can I use for a map!

I use currently 4 in a small test area of my map but I notice that only 3 working as they should!

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I believe you are able to use up to 6 in ArmA2 but I recommend 4 or less.

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Aha, thanks!

Then I should check the clutter classes!

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I am not sure but those are max values within a 512*512 px area???

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I've used 9 clutter types on a surface with no problems... the important bit is this line in your class CfgSurfaceCharacters...

probability[] = {0.30,0.10,0.10,0.07,0.15,0.17,0.13,0.02,0.03};

This HAS to add up to less than 1.0 in total... if you go over 1.0 you start getting clutter types not showing in the mix...

B

Edited by Bushlurker

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Meanwhile, I think its more a texture layer thing!

It seems to me that only a total of four different textures will shown in visitor3, the fifth will ignored! Tried out different colors for the last texture (Holz) in Layers.cfg but without success! This is the texture where I missed the clutter!

class Layers

{

class sand

{

texture = "utha_norm44\data\uthabeach_mco.paa";

material = "utha_norm44\data\uthabeach.rvmat";

};

class shortgrass

{

texture = "utha_norm44\data\uthagreen_mco.paa";

material = "utha_norm44\data\uthagreen.rvmat";

};

class getreide

{

texture = "utha_norm44\data\uthagetreide_mco.paa";

material = "utha_norm44\data\uthagetreide.rvmat";

};

class dark

{

texture = "utha_norm44\data\uthadeep_mco.paa";

material = "utha_norm44\data\uthadeep.rvmat";

};

class holz

{

texture = "utha_norm44\data\uthaforest_mco.paa";

material = "utha_norm44\data\uthaforest.rvmat";

};

};

class Legend

{

picture = "utha_norm44\source\mapLegend.png";

class Colors

{

// color names should correspond to surface layer names

sand[] = {{ 0, 0, 0 }};

shortgrass[] = {{ 0, 255, 0 }};

getreide[] = {{ 255, 255, 0 }};

dark[] = {{ 0, 255, 100 }};

holz[] = {{ 255, 0, 0 }};

}

};

Edited by Xantog

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As far as i know you can use 4 different texturelayers in one 512x512 area. You also have to keep i mind that the overlapping area will be taken into account too. So there must not be more than 4 different layers inside the 512 plus the overlap.

Bis seems to use 6 different layers but they have a newer version of visitor than we have...

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aaah!

That's "surfaces" - different from "clutters"...

You can have as many as you want of those too, the only limitation is that you can't have more than 4 in any one "segment"... for most maps, imagine the segments as a 512x512 pixel square grid on your Mask_lco... 4 colours... per square!

Here's the relevant Wiki Entry on the "surfaces per square limit"...

aaah... indeed.... Beton beat me to it! :) .... yeah - exactly as he says...

B

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Aha, I understand!

Many thanks to everyone for the useful informations! :)

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[EDIT}

right now ive got 7 surface types in my terrain and working (no black spots where a surface is missing)

1 asphalt no clutter

2 polopoust + clutter

3 trava + clutter

4 hlina + clutter

5 plevel + clutter

6 pole +clutter

7 skala no clutter

so i believe u could use allot as long as u have 4 per cell ?? wich in my case would be 42x42 cells

terrain size 2048 cellsize 10 results in 20480x20480..

tested in the editor and ingame, works perfectly fine here.

Edited by =KCT=BlackMamba

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@xantog

this is mine:

tk_polopoust[]={{196,89,0}};

tk_pole[]={{0,255,108}};

tk_asfalt[]={{0,0,253}};

gz_trava[]={{10,255,10}};

tk_skala[]={{255,0,0}};

cr_hlina_detail[]={{255,0,75}};

zr_plevel[]={{255,255,0}};

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