Josh79 10 Posted October 15, 2013 Hi everyone, i´ve gone through all the steps of mondkalb´s visitor3 tutorial: so far i got everything going. i compile the both addons (p:\mymap_terrain and p:\mymap_terrain_data) in binpbo (tried with and without binary). then i start arma2oa and try to open the map in the editor. arma2 crashes in the loading screen, before the editor opens... i already checked the file paths and entries in both configs, but found nothing: P:\MOD_TestMap\config.cpp: ____________________________________________________________ class CfgPatches { class MOD_TestMap { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Chernarus","Takistan","CAStructures","CAData","CABuildings","CAMisc","CABuildings2","MOD_TestMap_Data"}; author = "Josh"; mail = ""; }; }; class CfgWorlds { class DefaultWorld { /*extern*/ class Weather; }; class CAWorld: DefaultWorld { class Grid { }; /*extern*/ class DayLightingBrightAlmost; /*extern*/ class DayLightingRainy; /*extern*/ class DefaultClutter; class Weather: Weather { /*extern*/ class Lighting; }; }; /*extern*/ class DefaultLighting; class IslandName: CAWorld { cutscenes[] = {"MOD_TestMap_Cutscene1"}; description = "MOD_TestMap"; worldName = "\MOD_TestMap\test01.wrp"; pictureShot = ""; icon = ""; pictureMap = ""; plateFormat = "MBG## $$#"; plateLetters = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"; longitude = 1; latitude = 51; startTime = "13:30"; startDate = "09/02/2011"; startWeather = 0.400000; startFog = 0; forecastWeather = 0.10000; forecastFog = 0; centerPosition[] = {829,1473}; seagullPos[] = {829, 150, 1473}; clutterGrid = 1.000000; clutterDist = 65; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "ca\chernarus\data\cr_trava1_mco.paa"; minTreesInForestSquare = 1; minRocksInRockSquare = 1; ilsPosition[] = {4887.5,9660}; ilsDirection[] = {0,0,0}; ilsTaxiin[] = {4887.5,9660}; ilsTaxiOff[] = {4887.5,9660}; drawTaxiway = 0; class SecondaryAirports {}; class Grid: Grid { offsetX = 0; offsetY = -25000; class Zoom1 { zoomMax = 0.0001; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.5; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; }; class OutsideTerrain {}; class Lighting: DefaultLighting { groundReflection[] = {0.060000, 0.060000, 0.030000}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, {0.050000, 0.050000, 0.060000}, {0.001000, 0.001000, 0.002000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.000100, 0.000100, 0.000200}, {0.000100, 0.000100, 0.000200}, 0}; fullNight[] = {-5, {0.050000, 0.050000, 0.050000}, {0.020000, 0.020000, 0.020000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.035000, 0.040000}, {0.100000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.100000, 0.100000, 0.120000}, 1}; sunrise[] = {0, {{0.700000, 0.450000, 0.450000}, "5.16+(-4)"}, {{0.070000, 0.090000, 0.120000}, "4.0+(-4)"}, {{0.600000, 0.470000, 0.250000}, "4.66+(-4)"}, {{0.100000, 0.090000, 0.100000}, "4.3+(-4)"}, {{0.500000, 0.400000, 0.400000}, "6.49+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.39+(-4)"}, 1}; earlyMorning[] = {3, {{0.650000, 0.550000, 0.550000}, "6.04+(-4)"}, {{0.080000, 0.090000, 0.110000}, "4.5+(-4)"}, {{0.550000, 0.470000, 0.250000}, "5.54+(-4)"}, {{0.100000, 0.090000, 0.100000}, "5.02+(-4)"}, {{0.500000, 0.400000, 0.400000}, "7.05+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.88+(-4)"}, 1}; midMorning[] = {8, {{0.980000, 0.850000, 0.800000}, "8.37+(-4)"}, {{0.080000, 0.090000, 0.110000}, "6.42+(-4)"}, {{0.870000, 0.470000, 0.250000}, "7.87+(-4)"}, {{0.090000, 0.090000, 0.100000}, "6.89+(-4)"}, {{0.500000, 0.400000, 0.400000}, "8.9+(-4)"}, {{0.880000, 0.510000, 0.240000}, "10.88+(-4)"}, 1}; morning[] = {16, {{1, 1, 0.900000}, "13.17+(-4)"}, {{0.170000, 0.180000, 0.190000}, "10.26+(-4)"}, {{1, 1, 0.900000}, "12.67+(-4)"}, {{0.170000, 0.180000, 0.190000}, "11.71+(-4)"}, {{0.150000, 0.150000, 0.150000}, "12.42+(-4)"}, {{0.170000, 0.170000, 0.150000}, "14.42+(-4)"}, 1}; noon[] = {45, {{1, 1, 1}, "17+(-4)"}, {{1, 1.300000, 1.550000}, "13.5+(-4)"}, {{1, 1, 1}, "15+(-4)"}, {{0.360000, 0.370000, 0.380000}, "13.5+(-4)"}, {{1, 1, 1}, "16+(-4)"}, {{1, 1, 1}, "17+(-4)"}, 1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.001000, 0.001000, 0.002000}, {0.001000, 0.001000, 0.002000}, 0}; fullNight[] = {-5, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.035000, 0.040000}, {0.110000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.140000, 0.100000, 0.120000}, 0.500000}; 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; }; }; }; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "test01.hpp"//Automatically created upon exporting as .wrp }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.200000; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((8 + forest + trees) - ((1 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 1; 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 = "0.6 + (meadow * 0.4) - (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) * (0.8 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (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 = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Armory { positionAdmin[] = {3500, 3500}; positionStartWater[] = {7584.109863, 1206.680054}; positionsViewer[] = {{3500, 3500}}; }; 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 ReplaceObjects { }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; }; }; class CfgMissions { class Cutscenes { class MOD_TestMap_Cutscene1 { directory = "MOD_TestMap\scenes\intro.islandName"; }; }; }; class CfgWorldList { class islandName { }; }; #include "cfgSurfaces.hpp" ____________________________________________________________ P:\MOD_TestMap_Data\config.cpp: ____________________________________________________________ class CfgPatches { class MOD_TestMap_Data { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; author = "Josh"; mail = ""; }; }; ____________________________________________________________ Would be really nice if someone could help. I worked my way through all this that far, but now i´m unable to find the problem... Cheers Josh Share this post Link to post Share on other sites
bushlurker 46 Posted October 15, 2013 (edited) Hi Josh79... Ok - let's take a look..... Suggested changes / fixes in RED... class CfgPatches { class MOD_TestMap { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Chernarus","Takistan","CAStructures","CAData","C ABuildings","CAMisc","CABuildings2","MOD_TestMap_D ata"}; author = "Josh"; [color="#FF0000"]fileName = "MOD_TestMap.pbo"; //notice how this is identical to the above "classname" & (hopefully) your actual Project Folder name, and the .wrp name too (see below)...[/color] mail = ""; }; }; class CfgWorlds { class DefaultWorld { /*extern*/ class Weather; }; class CAWorld: DefaultWorld { class Grid { }; /*extern*/ class DayLightingBrightAlmost; /*extern*/ class DayLightingRainy; /*extern*/ class DefaultClutter; class Weather: Weather { /*extern*/ class Lighting; }; }; /*extern*/ class DefaultLighting; class [color="#FF0000"]MOD_TestMap[/color]: CAWorld { cutscenes[] = {"MOD_TestMap_Cutscene1"}; [color="#FF0000"]// or leave empty if you have no cutscene yet[/color] description = [color="#FF0000"]"MOD TestMap"; // actual name that'll appear in the Editor terrain list, so it can have spaces, etc as long as its in quotes[/color] worldName = "[color="#FF0000"]MOD_TestMap\MOD_TestMap.wrp"; //path to the .wrp file - no leading slash, and note how its ALSO the same name as class, project folder, pbo, etc[/color] pictureShot = ""; [color="#FF0000"]// any dummy image is better than none - not critical tho...[/color] icon = ""; pictureMap = ""; [color="#FF0000"]// same dummy image deal here - not a crash causer tho - the stuff above was....[/color] plateFormat = "MBG## $$#"; plateLetters = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"; longitude = 1; latitude = 51; startTime = "13:30"; startDate = "09/02/2011"; startWeather = 0.400000; startFog = 0; forecastWeather = 0.10000; forecastFog = 0; centerPosition[] = {829,1473}; seagullPos[] = {829, 150, 1473}; clutterGrid = 1.000000; clutterDist = 65; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "ca\chernarus\data\cr_trava1_mco.paa"; minTreesInForestSquare = 1; minRocksInRockSquare = 1; ilsPosition[] = {4887.5,9660}; ilsDirection[] = {0,0,0}; ilsTaxiin[] = {4887.5,9660}; ilsTaxiOff[] = {4887.5,9660}; drawTaxiway = 0; class SecondaryAirports {}; class Grid: Grid { offsetX = 0; offsetY = -25000; [color="#FF0000"]// this number should be the same as your terrain width in METERS[/color] class Zoom1 { zoomMax = 0.0001; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.5; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; }; class OutsideTerrain {}; class Lighting: DefaultLighting { groundReflection[] = {0.060000, 0.060000, 0.030000}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, {0.050000, 0.050000, 0.060000}, {0.001000, 0.001000, 0.002000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.000100, 0.000100, 0.000200}, {0.000100, 0.000100, 0.000200}, 0}; fullNight[] = {-5, {0.050000, 0.050000, 0.050000}, {0.020000, 0.020000, 0.020000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.035000, 0.040000}, {0.100000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.100000, 0.100000, 0.120000}, 1}; sunrise[] = {0, {{0.700000, 0.450000, 0.450000}, "5.16+(-4)"}, {{0.070000, 0.090000, 0.120000}, "4.0+(-4)"}, {{0.600000, 0.470000, 0.250000}, "4.66+(-4)"}, {{0.100000, 0.090000, 0.100000}, "4.3+(-4)"}, {{0.500000, 0.400000, 0.400000}, "6.49+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.39+(-4)"}, 1}; earlyMorning[] = {3, {{0.650000, 0.550000, 0.550000}, "6.04+(-4)"}, {{0.080000, 0.090000, 0.110000}, "4.5+(-4)"}, {{0.550000, 0.470000, 0.250000}, "5.54+(-4)"}, {{0.100000, 0.090000, 0.100000}, "5.02+(-4)"}, {{0.500000, 0.400000, 0.400000}, "7.05+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.88+(-4)"}, 1}; midMorning[] = {8, {{0.980000, 0.850000, 0.800000}, "8.37+(-4)"}, {{0.080000, 0.090000, 0.110000}, "6.42+(-4)"}, {{0.870000, 0.470000, 0.250000}, "7.87+(-4)"}, {{0.090000, 0.090000, 0.100000}, "6.89+(-4)"}, {{0.500000, 0.400000, 0.400000}, "8.9+(-4)"}, {{0.880000, 0.510000, 0.240000}, "10.88+(-4)"}, 1}; morning[] = {16, {{1, 1, 0.900000}, "13.17+(-4)"}, {{0.170000, 0.180000, 0.190000}, "10.26+(-4)"}, {{1, 1, 0.900000}, "12.67+(-4)"}, {{0.170000, 0.180000, 0.190000}, "11.71+(-4)"}, {{0.150000, 0.150000, 0.150000}, "12.42+(-4)"}, {{0.170000, 0.170000, 0.150000}, "14.42+(-4)"}, 1}; noon[] = {45, {{1, 1, 1}, "17+(-4)"}, {{1, 1.300000, 1.550000}, "13.5+(-4)"}, {{1, 1, 1}, "15+(-4)"}, {{0.360000, 0.370000, 0.380000}, "13.5+(-4)"}, {{1, 1, 1}, "16+(-4)"}, {{1, 1, 1}, "17+(-4)"}, 1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.001000, 0.001000, 0.002000}, {0.001000, 0.001000, 0.002000}, 0}; fullNight[] = {-5, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.035000, 0.040000}, {0.110000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.140000, 0.100000, 0.120000}, 0.500000}; 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; }; }; }; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "[color="#FF0000"]MOD_TestMap.hpp[/color]"//Automatically created upon exporting as .wrp }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.200000; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((8 + forest + trees) - ((1 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 1; 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 = "0.6 + (meadow * 0.4) - (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) * (0.8 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (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 = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Armory { positionAdmin[] = {3500, 3500}; positionStartWater[] = {7584.109863, 1206.680054}; positionsViewer[] = {{3500, 3500}}; }; 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 ReplaceObjects { }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; }; }; class CfgMissions { class Cutscenes { class MOD_TestMap_Cutscene1 { directory = "MOD_TestMap\scenes\[color="#FF0000"]intro.MOD_TestMap[/color]"; }; }; }; class CfgWorldList { class [color="#FF0000"]MOD_TestMap[/color] { }; }; #include "cfgSurfaces.hpp" _______________________________________________ Okay... I think I caught most of the obvious stuff with that initial peek... Give things another try with the suggested alterations above and see how it goes... Mondkalbs Tutorial is excellent, and up-to-date... a rare combination in Terrain Tutorials, but - it covers a LOT of ground VERY fast.... You might want to also download and have a look at THIS Tutorial as well... It's the opposite - it goes on and on, and on, and on.... :), and covers very little ground at all really... Just the configs and files in fact - exactly the sort of thing you're now tackling... Well worth a read, or use it like a "lookup table / dictionary" for the basic fileset - it painfully explains them all - line by line, what to change and why and what it does... Sometimes it's that level of obsessive pickiness you need, other times - rely on Mondkalb to paint with the Big Brush... Anyhow... have another go and remember to post back and let us know how it went, or if you have any other problems..... B Edited October 15, 2013 by Bushlurker Share this post Link to post Share on other sites
Josh79 10 Posted October 16, 2013 (edited) hey bushlurker, thank u very much! i corrected the things you marked in red and it worked. lovely feeling when you are ingame on your own island the first time :) now that everything is working i´ll try to put a dayz mission on it and get it working in multiplayer to try it with a friend and do some ingame brainstorming :) i´ll post some screenshots later. yes, i will use your tutorial to prevent further problems... really nice to get an answer directly from the pros and also that fast! cheers josh Edited October 16, 2013 by Josh79 Share this post Link to post Share on other sites