TerrainAlien 10 Posted September 16, 2014 Only abc_c_Thistle_High shows on the rock surface, but not the secound one. This is what my surface.cfg looks: class CfgSurfaces { class Default {}; class abc_samplemap_grass_green_Surface : Default { files = "abc_samplemap_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "abc_samplemap_grass_green_Character"; soundHit = "soft_ground"; }; class abc_sampleMap_rock_Surface : Default { files = "abc_samplemap_rock_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "abc_sampleMap_rock_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class abc_samplemap_grass_green_Character { probability[]={1.00}; names[]={"abc_StrGrassGreenGroup"}; }; class abc_sampleMap_rock_Character { probability[]={1.00, 1.00}; names[]={"abc_c_Thistle_High","abc_c_Grass_BrushHigh_Dry"}; }; }; And this is the clutter.cfg class Clutter { class abc_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class abc_c_Thistle_High: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class abc_c_Grass_BrushHigh_Dry: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Dry.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; Share this post Link to post Share on other sites
bushlurker 46 Posted September 16, 2014 probability[]={1.00, 1.00}; This is the problem... probability[]={0.5, 0.5}; ... this will work... When you have more than one clutter item, all the probabilities need to add up to 1.0, or preferably slightly below - like 0.99 - otherwise some clutter items won't appear... B Share this post Link to post Share on other sites
TerrainAlien 10 Posted September 16, 2014 ahhh...makes sense. thx very much bushlurker! Share this post Link to post Share on other sites