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askingmachine

Forest borders not working

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Hi, I need your help once again.

I couldn't google anyone who would have the same problem so my last change is to ask from you: My new island's forest and rock contours aren't showing ingame (Those green areas @ map)

I've setup following setting into my island's config file:

minTreesInForestSquare = 4;

minRocksInRockSquare = 2;

And yes, I have very tense forests and rock areas so that shouldn't be the problem.

What makes this even more curious case is that once those forest areas were visible, but after formating my PC they were gone.

I'm using bi tools 2.51

What I've tried:

- Copy & paste new configs from working islands (Cherna, Podagorsk)

- Rewrote configs million times (at least)

- Re-installing bi-tools 2.51

- Try bi-tools 2.0

- Deleting all objects from the island except the trees

Any ideas? Anything? I'm getting a bit worried here :(

Edited by askingmachine

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Did you binarize your world?

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Yes, I'm using BinPBO

Settings

List of files to copy directly:

*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat;

project folder: P:\lnd

temp folder: P:\temp

addon prefix [automaticly]

binarize [x]

create signature [x]

------------------------------

BinPBO log-file:

Cannot register unknown string STR_STATE_HEALSOLDIER
Cannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE
Cannot register unknown string STR_ACTION_LAUNCHCM
Cannot register unknown string STR_ACTION_NEXTCM
Cannot register unknown string STR_USRACT_ACTION_CONTEXT
Cannot register unknown string STR_USRACT_OPTICS_MODE
Cannot register unknown string STR_USRACT_ZEROING_UP
Cannot register unknown string STR_USRACT_ZEROING_DOWN
Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11
Cannot register unknown string STR_DISP_LEFT
Cannot register unknown string STR_DIFF_CAMERA_SHAKE
Cannot register unknown string STR_FREETRACK
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD
Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION
Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY
Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON
Cannot register unknown string STR_MSG_ADDON_NOT_FOUND
Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN
Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
Creating texture headers file...
Texture headers file was not created - no textures found.
[/Code]

[b]Island configs:[/b]
[code]#define private		0
#define protected		1
#define public		2

#define ReadAndWrite		0
#define ReadAndCreate		1
#define ReadOnly		2
#define ReadOnlyVerified		3

class CfgPatches {
class TestlandS {
	units[] = {"TestlandS"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAData", "CABuildings", "CABuildings2", "CAMisc", "CARoads2"};
};
};

class CfgVehicles {
class ThingEffect;		// External class reference
class ThingEffectLight;		// External class reference
class ThingEffectFeather;	// External class reference
class Land;			// External class reference



class FXCrWindLeaf1 : ThingEffectLight {
	scope = protected;
	model = "\ca\plants2\clutter\cr_leaf.p3d";
	displayName = "Internal: FxCrWindLeaf1";
	airFriction2[] = {2, 2, 8};
	airFriction1[] = {1, 1, 4};
	airFriction0[] = {0.3, 0.3, 0.1};
	airRotation = 0.35;
	minHeight = 0.3;
	avgHeight = 5.5;
	maxHeight = 10.0;
};

};

class CfgWorlds {
class DefaultWorld {
	class Weather;
};

class CAWorld : DefaultWorld {
	class Grid {};
	class DayLightingBrightAlmost;
	class DayLightingRainy;
	class DefaultClutter;

	class Weather : Weather {
		class Lighting;
	};
};
class DefaultLighting;

class TestlandS : CAWorld {
	access = 3;
	worldId = 4;
	cutscenes[] = {"testlandintro1"};
	description = "My own island";
	icon = "";
	worldName = "\lnd\testland_s_c\myland.wrp";
	pictureMap = "";
	pictureShot = "\lnd\testland_s_d\data\selectisland_testland.paa";
	plateFormat = "ML$ - #####";
	plateLetters = ABCDEGHIKLMNOPRSTVXZ;
	longitude = 30;	// positive is east
	latitude = -72;	// positive is south


	class ReplaceObjects {};


	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 = 12:00;
	startDate = 10/06/2000;
	startWeather = 0.20;
	startFog = 0.30;
	forecastWeather = 0.35;
	forecastFog = 0.25;
	centerPosition[] = {1200, 7000, 1000};
	seagullPos[] = {2000, 150, 1700};
	ilsPosition[] = {1200, 3200};
	ilsDirection[] = {-0.8200, 0.080, 0.4000};
	ilsTaxiIn[] = {2453, 1050, 1224, 3290, 2116, 2207, 2134, 4219, 2262, 4317};
	ilsTaxiOff[] = {2000, 2009, 1670, 2980, 1642, 2988, 1683, 3001};
	drawTaxiway = 1;

	class SecondaryAirports {};

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

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

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

	class DayLightingBrightAlmost : DayLightingBrightAlmost {
		deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0};
		fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};
		sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5};
		earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1};
		sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1};
		earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1};
		midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1};
		morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1};
		noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 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 = 1.0;
			};
		};
	};
	clutterGrid = 1.0;
	clutterDist = 170;
	noDetailDist = 30;
	fullDetailDist = 15;
	midDetailTexture = "lnd\testland_s_d\data\testland_middetdist.paa";
	minTreesInForestSquare = 4;
	minRocksInRockSquare = 2;

	class clutter {
		class GrassTall : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassTall.p3d";
			affectedByWind = 0.4;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.0;
		};

		class StubbleClutter : DefaultClutter {
			model = "ca\plants2\clutter\c_stubble.p3d";
			affectedByWind = 0.1;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.1;
		};

		class AutumnFlowers : DefaultClutter {
			model = "ca\plants2\clutter\c_autumn_flowers.p3d";
			affectedByWind = 0.4;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.0;
		};

		class GrassBunch : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassBunch.p3d";
			affectedByWind = 0.35;
			swLighting = 1;
			scaleMin = 0.6;
			scaleMax = 1.0;
		};

		class GrassCrooked : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassCrooked.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.4;
		};

		class GrassCrookedGreen : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.3;
		};

		class GrassCrookedForest : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassCrookedForest.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.8;
			scaleMax = 1.4;
		};

		class WeedDead : DefaultClutter {
			model = "ca\plants2\clutter\c_WeedDead.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 1.1;
		};

		class WeedDeadSmall : DefaultClutter {
			model = "ca\plants2\clutter\c_WeedDead2.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 0.9;
		};

		class HeatherBrush : DefaultClutter {
			model = "ca\plants2\clutter\c_caluna.p3d";
			affectedByWind = 0.15;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.8;
			surfaceColor[] = {0.53, 0.5, 0.37, 1};
		};

		class WeedSedge : DefaultClutter {
			model = "ca\plants2\clutter\c_weed3.p3d";
			affectedByWind = 0.2;
			swLighting = 1;
			scaleMin = 0.5;
			scaleMax = 0.85;
		};

		class WeedTall : DefaultClutter {
			model = "ca\plants2\clutter\c_weed2.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.8;
			scaleMax = 1.1;
		};

		class BlueBerry : DefaultClutter {
			model = "ca\plants2\clutter\c_BlueBerry.p3d";
			affectedByWind = 0.05;
			swLighting = 1;
			scaleMin = 0.85;
			scaleMax = 1.3;
		};

		class RaspBerry : DefaultClutter {
			model = "ca\plants2\clutter\c_raspBerry.p3d";
			affectedByWind = 0;
			swLighting = 1;
			scaleMin = 0.8;
			scaleMax = 1.2;
		};

		class FernAutumn : DefaultClutter {
			model = "ca\plants2\clutter\c_fern.p3d";
			affectedByWind = 0.1;
			scaleMin = 0.6;
			scaleMax = 1.2;
		};

		class FernAutumnTall : DefaultClutter {
			model = "ca\plants2\clutter\c_fernTall.p3d";
			affectedByWind = 0.15;
			scaleMin = 0.75;
			scaleMax = 1.0;
		};

		class SmallPicea : DefaultClutter {
			model = "ca\plants2\clutter\c_picea.p3d";
			affectedByWind = 0.05;
			scaleMin = 0.75;
			scaleMax = 1.25;
		};

		class PlantWideLeaf : DefaultClutter {
			model = "ca\plants2\clutter\c_WideLeafPlant.p3d";
			affectedByWind = 0.1;
			scaleMin = 1.0;
			scaleMax = 1.0;
		};

		class MushroomsHorcak : DefaultClutter {
			model = "ca\plants2\clutter\c_MushroomHorcak.p3d";
			affectedByWind = 0;
			scaleMin = 0.85;
			scaleMax = 1.25;
		};

		class MushroomsPrasivka : MushroomsHorcak {
			model = "ca\plants2\clutter\c_MushroomPrasivky.p3d";
		};

		class MushroomsBabka : MushroomsHorcak {
			model = "ca\plants2\clutter\c_MushroomBabka.p3d";
		};

		class MushroomsMuchomurka : MushroomsHorcak {
			model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d";
		};

	};

	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 = 0.0;
		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 FxCrWindLeaf1 {
					probability = "0.2 * trees";
					cost = 1;
				};

				class FxCrWindLeaf2 {
					probability = "0.1 * trees + 0.2";
					cost = 1;
				};

				class FxCrWindLeaf3 {
					probability = "0.1 * trees";
					cost = 1;
				};
			};
		};

		class NoWindClutter {
			radius = 15;
			cost = 8;

			class Species {
				class FxWindPollen1 {
					probability = 1;
					cost = 1;
				};

				class FxCrWindLeaf1 {
					probability = "0.2 * trees";
					cost = 1;
				};

				class FxCrWindLeaf2 {
					probability = "0.1 * trees + 0.2";
					cost = 1;
				};

				class FxCrWindLeaf3 {
					probability = "0.1 * trees";
					cost = 1;
				};
			};
		};
	};

	class Names {
		class testland_n01 {
			name = "Areatest";
			position[] = {1700, 7000};
			type = "NameLocal";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};
	};
};
};

class CfgWorldList {
class TestlandS {};
};

class CfgMissions {};

class CfgSurfaces {
class Default {};

class Water {};

class testland_FOR1 : Default {
	access = 2;
	files = "lnd_forest_*";
	rough = 0.11;
	dust = 0.1;
	soundEnviron = "grass";
	character = "testland_fcl";
	soundHit = "soft_ground";
};

};

class CfgSurfaceCharacters {

class testland_gc {
	probability[] = {0.75, 0.012};
	names[] = {"GrassCrookedGreen", "WeedDead"};
};

class testland_fcl {
	probability[] = {0.40, 0.10, 0.002, 0.003, 0.02, 0.4, 0.3};
	names[] = {"BlueBerry", "MushroomsHorcak", "FernAutumn", "MushroomsPrasivka", "RaspBerry", "SmallPicea", "AutumnFlowers"};
};

};

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Thanks. First off here is an improved and reduced config:

http://pastebin.jonasscholz.de/1633

# Removed obsolete stuff

# Inheritance changed to Chernarus

# WRP must be class name of the world

That said this should not help for your issue at hand. I am guiding someone else to look into it.

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Actually it worked! Contours came back! Thanks!

But another problem which came with the new configs... I'm getting pretty long error log:

ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing
ca\structures\ruins\ruin_chimney.p3d: house, config class missing
ca\structures\ruins\ruin_01.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\structures\mil\mil_guardhouse.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing
ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\structures\a_cranecon\a_cranecon.p3d: tower, config class missing
ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1g.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_ground1.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\structures\shed_ind\shed_ind02.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\structures\a_buildingwip\a_buildingwip.p3d: house, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\structures\mil\mil_guardhouse.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1g.p3d: house, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\ind_workshop01\ind_workshop01_02.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing
ca\structures\shed_ind\shed_ind02.p3d: house, config class missing
ca\buildings2\ind_tank\ind_tankbig.p3d: house, config class missing
ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing
ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing
ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing
ca\structures_e\ind\ind_oil_mine\ind_oil_tower_ep1.p3d: house, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing
ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing

and so on...

It seems not to affect anything ingame, but the log can get quite ugly..

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This is normal. BI did not setup all objects properly.

You have two choices:

1) ignore these warnings

2) not use these objects on your world

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sorry to reactivate this thread, but i got the same problem. as the solution cant be viewed anymore, i have to ask again.

i tried around a lot with my own island and then i tried it with the tut sample map. i added some lines to the config and hoped that this will work, but it didnt.

so here is my config:

class CfgPatches

{

class TUT_SampleMap

{

units[] = {TUT_SampleMap};

weapons[] = {};

requiredVersion = 1.03;

requiredAddons[] = {"Utes"};

version = "2009-9-1";

fileName = "TUT_SampleMap.pbo";

author = "SgtAce";

mail = "Sgt.Ace@web.de";

};

};

class CfgWorlds

{

class CAWorld;

class Utes: CAWorld

{

class Grid;

class DefaultClutter;

};

class TUT_SampleMap: Utes

{

description = "Tutorial Sample Map";

worldName= "\TUT\TUT_SampleMap\TUT_SampleMap.wrp";

pictureShot = "\TUT\TUT_SampleMap\data\SM_Picture_ca.paa";

centerPosition[] = {2720,2462,500};

seagullPos[] = {2720,2462,500};

longitude = 30; // positive is east, in degrees?

latitude = -45; // positive is south, in degrees?

clutterGrid = 1.0;

clutterDist = 65;

noDetailDist = 40;

fullDetailDist = 15;

minTreesInForestSquare = 3;

minRocksInRockSquare = 3;

class Clutter

{

#include "cfgClutter.hpp"

};

class Names

{

#include "TUT_SampleMap.hpp"

};

};

};

class CfgWorldList

{

class TUT_SampleMap {};

};

class CfgMissions

{

class Cutscenes

{

class TUT_SampleMapIntro

{

directory = "TUT\TUT_SampleMap\data\scenes\Intro.TUT_SampleMap";

};

};

};

//SURFACES

#include "cfgSurfaces.hpp"

what am i doing wrong or am i just too blind to find something obvious?!

thx

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