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mcnools

Takistan clutter refuses to show up ingame.

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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 by McNools

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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

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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!

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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

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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";

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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)

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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 by McNools

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