super-truite 54 Posted May 30, 2014 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. . Share this post Link to post Share on other sites