mcnools 62 Posted November 3, 2011 (edited) EDIT: Ah, it would appear that the rvmats were the problem (I think), I used another rvmat-file (the one that came with the sample instead of the takistan-one) and now I have clutter! I'm experimenting a little with a map, using the nice Sample-map from here as a base. I want to use Takistani clutter models. However, I can't seem to get the clutter to show up ingame, and I have no clue what's wrong. These are the files that are relevant (as far as I know) cfgClutter.hpp class sm_AutumnFlowers: DefaultClutter { model=ca\plants2\clutter\c_autumn_flowers.p3d; affectedByWind = 0.4; swLighting = true; scaleMin = 0.7; scaleMax = 1.0; }; class sm_GrassCrooked: DefaultClutter { model=ca\plants2\clutter\c_GrassCrooked.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.7; scaleMax = 1.4; }; class sm_GrassCrookedGreen: DefaultClutter { model=ca\plants2\clutter\c_GrassCrookedGreen.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.9; scaleMax = 1.3; }; class sm_WeedDead: DefaultClutter { model=ca\plants2\clutter\c_WeedDead.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.75; scaleMax = 1.1; }; class FT_GrassDry: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_GrassDesert_GroupSoft_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class FT_GrassDryLong: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_GrassDryLong_EP1.p3d"; affectedByWind = 0.85; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class FT_GrassGreen: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_GrassGreen_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class FT_GrassGreenLong: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_GrassGreenLong_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class FT_BrushHard: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_Brush_Hard_EP1.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class FT_BrushSoft: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_Brush_Soft_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.4; }; class FT_PlantsViolet: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_Plants_Violet_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class FT_PlantsWhite: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_Plants_White_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class FT_Weed1: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_Weed_1_EP1.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.0; }; class FT_WeedThistle: DefaultClutter { model = "TUT\TUT_SampleMap\Data\Clutter\c_Weed_Thistle_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; cfgSurfaces.hpp class CfgSurfaces { class Default {}; class FTDirtSurface : Default { access = 2; files = "ft_polopoust_*"; rough = 0.01; dust = 0.9; soundEnviron = "dirt"; character = "FTDesertClutter"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class FTDesertClutter { probability[] = {1.16,1.15,1.015,1.015}; names[] = {"FT_BrushHard","FT_BrushSoft","FT_Weed1","FT_WeedThistle"}; }; }; and here's how the layers.cfg i used looks like: class Layers { class FTDirtSurface { texture = "tut\tut_samplemap\data\ft_polopoust_mco.png"; material= "tut\tut_samplemap\data\ft_polopoust.rvmat"; }; }; class Legend { picture="tut\tut_samplemap\source\mapLegend.png"; class Colors { FTDirtSurface[]={{255,255,255}}; }; }; The mask_lco.png is completely white and should work, since clutter worked with the original settings included in the sample-map. But now when I've changed the ground-textures it won't show up. Is clutter decided somewhere else aswell? In any of the texture files or something? Rvmats? It's getting really frustrating. I don't get any missing model-errors in game, so it seems the game doesn't even try to load them. The new ground-textures get loaded without any problems, but the clutter just doesn't show up. Edited November 3, 2011 by McNools Share this post Link to post Share on other sites
bushlurker 46 Posted November 3, 2011 model = "TUT\TUT_SampleMap\Data\Clutter\c_GrassDryLong_EP1 .p3d"; there's no real need to embed the clutter models inside your terrain package - unless you've customised textures, etc - and even then, they'd be better off in a separate .pbo... model = "CA\Plants_e\Clutter\c_GrassDryLong_EP1 .p3d"; ... will call on the clutter model directly from the OA files... B Share this post Link to post Share on other sites
mcnools 62 Posted November 3, 2011 there's no real need to embed the clutter models inside your terrain package - unless you've customised textures, etc - and even then, they'd be better off in a separate .pbo...model = "CA\Plants_e\Clutter\c_GrassDryLong_EP1 .p3d"; ... will call on the clutter model directly from the OA files... B Good to know :) I embedded them because I couldn't get the clutter to work, and I was trying pretty much everything, haha, but now that it appears that the rvmats are the problem I can skip that :) Thanks! Share this post Link to post Share on other sites
bushlurker 46 Posted November 4, 2011 probability[] = {1.16,1.15,1.015,1.015}; ... additionally - these numbers need to total 1.0 or less... otherwise you'll get missing clutter models... probability[] = {0.25,0.25,0.25,0.25}; ... or whatever proportions you prefer... B Share this post Link to post Share on other sites
mondkalb 1087 Posted November 4, 2011 class CfgSurfaces { class Default {}; class FTDirtSurface : Default { access = 2; [b]files = "ft_polopoust_*";[/b] rough = 0.01; dust = 0.9; soundEnviron = "dirt"; character = "FTDesertClutter"; soundHit = "soft_ground"; }; }; The highlighted token is case-sensitive! So make sure your texture is actually all lower-case. Also most of your clutter entries have redundant space-characters in their model paths. model = "TUT\TUT_SampleMap\Data\Clutter\c_Brush_Soft_EP1.p 3d"; model = "TUT\TUT_SampleMap\Data\Clutter\c_Plants_Violet_EP 1.p3d"; model = "TUT\TUT_SampleMap\Data\Clutter\c_Plants_White_EP1 .p3d"; Share this post Link to post Share on other sites
Robster 11 Posted November 4, 2011 and check that your mask uses no more than four colours in every base surface layer (in tut_map is 40x40 meters if I remember well) Share this post Link to post Share on other sites
mcnools 62 Posted November 4, 2011 (edited) Thanks for all the info guys :) Plenty of useful things to know, it's hard to know how it all works, I'm having problems getting animations on structures to work though, I have a ca-folder in my TUT_SampleMap-folder aswell as just the TUT-folder (I was unsure which counted as my project folder) with the config.cpp's from the structures_e.pbo with the correct folder-structures (I think, looks like this: CA\structures_e\HouseA etc.) but the houses show up white on the map-screen ingame (textures etc. work fine ingame though, aswell as destruction, but they're white on the map screen), and doors and ladders don't work, at least not for the houses, I tried placing a Control Tower-structure, and those doors worked. I tried removing and re-adding the buildings aswell, but no luck. It's probably something obvious that I'll figure out eventually, but if anyone has any advice I'll gladly accept it :) EDIT: Ah, you had to binarize it correctly for it to work, easier said than done, heh, had so reach around and repack the OA-models etc. for it to work, but now it works! Ah, the joy of being able to use ladders and doors, now I can truly focus on the map (until the next config/model/whatever-related problem shows up) Edited November 5, 2011 by McNools Share this post Link to post Share on other sites