m1lkm8n 411 Posted March 5, 2013 (edited) so ive generated a terrain and im trying to binpbo it to check it out in game. ive set up all my configs and everthing was working fine before but now im getting this error No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgSurfaceCharacters.'. No entry '.probability'. Size: '/' not an array Default clutter names TypeX used for / heres my two configs for each am I missing something? because like I said it was working before class ax_GrassCrookedGreen: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class ax_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class ax_picea: DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; class CfgSurfaces { class Default {}; class ax_grassSurface : Default { files = "ax_grass_*"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "ax_grassClutter"; soundHit = "soft_ground"; }; class ax_sandSurface : Default { files = "ax_sand_*"; rough = 0.1; dust = 0.1; soundEnviron = "sand"; character = ""; soundHit = "soft_ground"; } }; class CfgSurfaceCharacters { class ax_grassClutter { probability[] = {0.79,0.1,0.1}; names[] = {"ax_GrassCrookedGreen","ax_GrassCrooked","ax_picea"}; }; }; Edited March 5, 2013 by M1lkm8n Share this post Link to post Share on other sites
dragula 12 Posted March 5, 2013 all try to take out one at time till see the problem text. Share this post Link to post Share on other sites
jakerod 254 Posted March 6, 2013 Do you have the rest of the config? There is more that is needed than just what is contained in those two files. I am assuming you do because of what you said but I just want to make sure. Did you include the class Clutter part? I don't see it in the above text. This is what it should look like assuming everything else is right. I just saw the missing class Clutter and assumed that was the problem. class Clutter { class ax_GrassCrookedGreen: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class ax_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class ax_picea: DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; }; Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 6, 2013 heres the entire config. I cant seem to figure out what I did //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 3.97 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class grandmanan : config.bin{ class CfgPatches { class GrandManan { units[] = {"GrandManan"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Chernarus","Takistan","grandmansnd"}; version = "1.0"; fileName = "grandmanan.pbo"; author = "M1lkm8n"; mail = ""; }; }; class Weather; class CfgWorlds { class CAWorld; class Chernarus: CAWorld { class Grid; class DefaultClutter; }; class GrandManan: Chernarus { description = "Grand Manan"; worldName = "ax\grandmanan\GrandManan.wrp"; pictureShot = ""; plateFormat = "AX$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; midDetailTexture = ""; minTreesInForestSquare = 3; minRocksinRockSquare = 3; startTime = "07:00"; startDate = "05/03/2001"; startWeather = 0; startFog = 0; forecastWeather = 0; forecastFog = 0; centerPosition[] = {5120,5120,500}; seagullPos[] = {5120,5120,500}; longitude = 30; latitude = -45; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports{}; class CfgEnvSounds; class EnvSounds: CfgEnvSounds { class Default { name = "$STR_CFG_ENVSOUNDS_DEFAULT"; sound[] = {"$DEFAULT$",0,1}; soundNight[] = {"$DEFAULT$",0,1}; }; class Rain { name = "Rain"; volume = "rain"; sound[] = {"\grandmansnd\zones\heavy_rain.ogg",0.877828,1}; soundNight[] = {"\grandmansnd\zones\heavy_rain.ogg",0.877828,1,0.877828,1}; }; class Sea { name = "Sea"; volume = "sea"; sound[] = {"\grandmansnd\zones\ocean.ogg",0.3,1}; soundNight[] = {"\grandmansnd\zones\ocean.ogg",0.3,1}; }; class WindForestHigh { name = "Wind"; volume = "forest*(windy factor[0,1])*(0.1+(hills factor[0,1])*0.9)-(night*0.25)"; sound[] = {"\grandmansnd\zones\cold_snow_blizzard.ogg",0.539811,1}; }; class WindNoForestHigh { name = "Wind"; volume = "(1-forest)*(windy factor[0,1])*(0.1+(hills factor[0,1])*0.9)-(night*0.25)"; sound[] = {"\grandmansnd\zones\cold_stormy_wind.ogg",0.539811,1}; }; class Forest { name = "Forest"; volume = "forest*(1-night)"; sound[] = {"\grandmansnd\zones\cold_forrest_blizzard.ogg",0.539811,1}; }; class ForestNight { name = "Forest"; volume = "forest*night"; sound[] = {"\grandmansnd\zones\cold_forrest_blizzard.ogg",0.556234,1}; }; }; class Weather: Weather { class ThunderboltNorm { model = "\ca\data\blesk1.p3d"; soundNear[] = {"\grandmansnd\zones\single_thunder.ogg",31.622776,1}; soundFar[] = {"\grandmansnd\zones\distant_thunder.ogg",10,1}; }; class ThunderboltHeavy { model = "\ca\data\blesk2.p3d"; soundNear[] = {"\grandmansnd\zones\thunder_loud.ogg",31.622776,1}; soundFar[] = {"\grandmansnd\zones\thunder_load.ogg",10,1}; }; temperatureDayMax[] = {-2,0,1,1,2,3,3,3,2,1,0,-1}; temperatureDayMin[] = {-10,-6,-5,-1,0,0,0,0,-1,-2,-5,-10}; temperatureNightMax[] = {-6,-7,-8,-10,-13,-14,-15,-14,-13,-10,-8,-4}; temperatureNightMin[] = {-25,-21,-18,-16,-13,-10,-13,-16,-19,-21,-24,-27}; }; class OutsideTerrain { satellite = ""; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = ""; texture = ""; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 10240; 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+030.0"; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; class Clutter { class ax_GrassCrookedGreen: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class ax_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class ax_picea: DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; }; class Names{}; }; }; class CfgWorldList { class GrandManan{}; }; class CfgMissions { class Cutscenes { class GrandMananintro { directory = ""; }; }; }; class CfgSurfaces { class Default{}; class ax_grassSurface: Default { files = "ax_grass_*"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "ax_grassClutter"; soundHit = "soft_ground"; }; class ax_sandSurface: Default { files = "ax_sand_*"; rough = 0.1; dust = 0.1; soundEnviron = "sand"; character = ""; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class ax_grassClutter { probability[] = {0.79,0.1,0.1}; names[] = {"ax_GrassCrookedGreen","ax_GrassCrooked","ax_picea"}; }; }; //}; Share this post Link to post Share on other sites
jakerod 254 Posted March 6, 2013 Unless i'm missing something, your last line //}; should be }; You have 69 open brackets and 69 closed brackets. I can only find one closed bracket that is commented out like that and no open ones. Granted I did only do a quick search for a commented out closed one. I hope that that is it. Additionally, interesting fact, I too worked on a Grand Manan terrain. It was the first one I tried doing myself during A1 and since I was late to the party I just decided to learn what I could in A1 and then start real terrain stuff in A2 so I never really got it to a finished state. I was going to redo it more recently but I don't have the time right now which is the case it seems with all my stuff. Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 6, 2013 (edited) jakerod I got it! I left this :class ax_sandSurface: Default { files = "ax_sand_*"; rough = 0.1; dust = 0.1; soundEnviron = "sand"; character = ""; soundHit = "soft_ground"; }; should say this : character = "Empty"; Doh Edit- just saw your last post. I have the height map but I didn't overlay the roads to draw them in I'm sorta following sorta making my own roadmap. Additionally I added another big island next to it. It's a 1024 x 10 meter grid cells with a 20480 sat map so it looks really nice Thanks for the help. Edited March 6, 2013 by M1lkm8n Share this post Link to post Share on other sites