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I am wondering if it is possible to change the crater textures that are sticked to the ground after an impact?

In the CfgAmmo of an amunition, there is a "crater" parameter which seems to be always empty. The "cratereffect" parameter is a particle effect and does not correspond to a crater on the ground.

The only thing that seems related to the crater textures present in data_f.pbo is the CfgCoreData:

[spoiler]class CfgCoreData
{
textureDefault = "A3\data_f\default_co.paa";
textureTrack = "A3\data_f\texturetrack_ca.paa";
textureTrackFour = "A3\data_f\texturetrackfour_ca.paa";
maskTextureFlare = "A3\data_f\masktextureflare%02d_co.paa";
eyeFlare = "A3\data_f\eyeflare_ca.paa";
eyeFlareSun = "A3\data_f\eyeflareSun_ca.paa";
cloudletBasic = "A3\data_f\cl_basic.p3d";
cloudletFire = "A3\data_f\cl_fire.p3d";
cloudletFireD = "A3\data_f\cl_fireD.p3d";
cloudletWater = "A3\data_f\cl_water.p3d";
paperCarModel = "A3\data_f\papauto.p3d";
collisionShape = "A3\data_f\colision.p3d";
sphereModel = "A3\data_f\koule.p3d";
rectangleModel = "A3\data_f\rect.p3d";
sphereLight = "A3\data_f\kouleSvetlo.p3d";
cloudletMissile = "A3\data_f\missileSmoke.p3d";
horizontObject = "A3\data_f\horizont.p3d";
skysphere = "A3\data_f\obloha.p3d";
halflight = "A3\data_f\halfLight.p3d";
textureBlack = "A3\data_f\black.paa";
textureLine = "A3\data_f\tracer.paa";
textureLine3D = "A3\data_f\textureline3d_ca.paa";
gunLightModel = "A3\data_f\anchor.p3d";
rayModel = "A3\data_f\laserBeam.p3d";
       craterShell = "A3\data_f\krater.p3d";     //here   
       craterBullet = "A3\data_f\krater_po_kulce.p3d"; //AND here   
};

But in this case, I don't see how and if you can choose a different crater for each ammo...

Anyway, in the end I am doing some 3d craters, so I don't need this, but I would like to understand how this works.

.

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