antekh 2 Posted September 26, 2014 Hello, alright Ive read the tutorials all over again. Ive managed to get my terrain ingame, objects etc work. But there is a huge problem http://i.imgur.com/tx3wdkw.png I have no idea what is causing this. Ive been struggling with these for a month now, beer cases haven been throwen to the floor and taxi drivers have been paid good by driving me to city to the nearest bar because of this :D. Im starting to feel to delete everything or just create terrain without any clutter :D. Ive tried 2 different configs. One by M1lkm8n here and also my own. Still it gives me the same error. My own config.cpp http://pastebin.com/DtWGVmB9 2nd One. M1lkm8n modified. http://pastebin.com/v4XkURsP Surface http://pastebin.com/PHZGeAP9 and Clutter.hpp http://pastebin.com/HArtWCiP Any help with this is much appreciated! PS. Is there a way in L3DT to make the lower brush even smaller than it gives the option for, so one could try to create rivers ^^? Share this post Link to post Share on other sites
Shizweak 1 Posted September 29, 2014 I think the issue may be related to the nested "clutter" class, for example in your main config you have: class Clutter{ #include "cfgClutter.hpp" }; Which then includes the clutter config: class clutter { class Metsa : DefaultClutter{ model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; So after the clutter config is "included" you get: class Clutter{ class clutter { class Metsa : DefaultClutter{ model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; }; I'd say remove one of the clutter class definitions and you may well resolve the issue. In regards to L3DT, I don't think it's possible to make it smaller - you can adjust the "strength" though, which might make it a bit easier. Share this post Link to post Share on other sites
bushlurker 46 Posted September 29, 2014 I - think - the lower limit for brush size in L3DT is dictated by the "cell size" you have set... B Share this post Link to post Share on other sites
antekh 2 Posted September 29, 2014 (edited) Huge thanks B again! Hopefully that will fix it, most likely it was that simple thing as it adding additional "class definition" there. However for some reason it now tells me this on packing, which it didnt before :/. "Line 103 rap: missing inheritence class(es)" //103 class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.2; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.95; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; I dont quite get it where it doesnt find inheritance class, I tried switching the name of the Class Grid: THIS to different name. I tried also making custom .hpp file and include that but It gave me the same error. Tried if it was related to "CAWorlds" in anyway. Now Im stuck with this. Edited September 29, 2014 by Antekh Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 29, 2014 Post your entire newly edited config that's give the line 103 problem. It's hard to tell what's going on when you only post sections of the config. Share this post Link to post Share on other sites
antekh 2 Posted September 30, 2014 Sure. http://pastebin.com/wcxvg0Em Share this post Link to post Share on other sites
Shizweak 1 Posted September 30, 2014 I'm pretty sure the includes are pre-processed, so the error is probably inside the CfgClutter file. Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 30, 2014 Yes please post the other complete files as well. I think you have an extra bracket somewhere Share this post Link to post Share on other sites
antekh 2 Posted September 30, 2014 Yes please post the other complete files as well. I think you have an extra bracket somewhere Ok, yes they are pre-processed Shizweak. These are the ones after process (Is it normal to have "Source" folder empty inside Temp Bin?) No need to see Environnment_Stratis apparently since it works in game. This contained }; wich is marked Red. After removal and redoing it all by pboProject, it finishes the binarizing. Yet i still not see clutter ingame :/ class Metsa : DefaultClutter{ model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; class CfgSurfaces { class Default {}; class Metsa_Surface : Default { files = "metsa_detail_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "Metsa_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class Metsa_Character { probability[]={1.0}; names[]={"Metsa"}; }; }; Share this post Link to post Share on other sites
jakerod 254 Posted September 30, 2014 (edited) Disregard... thanks Milkman. Would you be able to post the entire config or at least all the components of it? It might be best to use pastebin for that if it is long but if it is short enough you can post it here. I'm not seeing anything wrong here but I'm also pretty exhausted so I could be wrong. Edited September 30, 2014 by Jakerod Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 30, 2014 Jakerod post #6 has the entire new config Share this post Link to post Share on other sites
Shizweak 1 Posted October 1, 2014 After removal and redoing it all by pboProject, it finishes the binarizing. Yet i still not see clutter ingame :/ I can't see anything glaringly obvious, I assume the ground texture does appear, just not the clutter? You could perhaps lower the probability and see if that helps, as 1.0 would assume complete coverage from my understanding. Share this post Link to post Share on other sites
jakerod 254 Posted October 1, 2014 Can you pack it, and then put the config post-packing into a pastebin? That might help a bit. Additional question, have you used metsa_detail_* textures on another terrain? If you use the same texture name on two terrains it will remove the clutter so I just wanted to make sure this isn't a possibility. Share this post Link to post Share on other sites
antekh 2 Posted October 1, 2014 Can you pack it, and then put the config post-packing into a pastebin? That might help a bit.Additional question, have you used metsa_detail_* textures on another terrain? If you use the same texture name on two terrains it will remove the clutter so I just wanted to make sure this isn't a possibility. Well its texture from Chernarus originally I think, many terrain makers have used that but Ive renamed it differently and no other terrain uses the same name atleast on A3. I assume the ground texture does appear, just not the clutter?You could perhaps lower the probability and see if that helps, as 1.0 would assume complete coverage from my understanding. Ground texture appear yes, just not with clutter. Tried different probablity setted 0.4 and tried different clutter. Post-Packing config http://pastebin.com/qGrMRLdV Thanks for the help! Share this post Link to post Share on other sites
Shizweak 1 Posted October 3, 2014 Post-Packing config http://pastebin.com/qGrMRLdV Thanks for the help! I can't really see any issues with what you've posted - so hopefully one of the more experienced folk can see what the problem is. One thing to possibly check is your local arma rpt file - that might contain a hint as to any errors they may be getting suppressed. Otherwise I'll be finalising my own heightmap this weekend, and producing a config - so you may be able to use that as a reference if all goes well on my side. Share this post Link to post Share on other sites
jakerod 254 Posted October 3, 2014 One thing to possibly check is your local arma rpt file - that might contain a hint as to any errors they may be getting suppressed. That's a good idea. Try posting that because I haven't noticed anything either but I have been a bit tired and distracted lately so maybe I have overlooked something. Also make sure you are only launching your terrain; no other addons. Share this post Link to post Share on other sites
antekh 2 Posted October 5, 2014 Well, tried without any other mods and no luck. Since my terrain uses objects from AiA TP, this .rpt is the latest. http://pastebin.com/JJvPNNMt Thanks for the help. Share this post Link to post Share on other sites
antekh 2 Posted October 12, 2014 Seems that packing config did make " #include clutter.hpp class Metsa : DefaultClutter{ model = "a3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; Since then Ive fixed it so it doesnt use #include again inside the brackets. Did try to make second terrain as a test if the HF is disabling the clutter somehow.. No luck. Share this post Link to post Share on other sites
antekh 2 Posted October 13, 2014 (edited) Thanks Arska from the Arma Finland community for the help, he noticed that on my config cfgSurfaces (On red) was defined as underclass of CFGWorld now that it is outside the "World" clutter appeared on game :). So if anybody have this same problem be sure to check that out. Thank you all for the help! #include "environnement_STRATIS.hpp" #include "cfgSurfaces.hpp" class CfgWorldList{ class Saun{}; }; class CfgMissions {}; #include "cfgSurfaces.hpp" Edited October 14, 2014 by Antekh Share this post Link to post Share on other sites
Wodzu 10 Posted October 26, 2014 Hello. I do not want to assume a new thread so I'll ask for help here. I do own map and stayed on the problem associated with clutter. The thing is that the map shows only one type of clutter - this >> http://i.imgur.com/LFnXPgF.jpg?1 (370 kB) For other types of soil, it is missing. >>> http://i.imgur.com/iydHLQY.jpg (632 kB) http://i.imgur.com/bbjZx7k.jpg (722 kB) If any of you know how to solve this problem please reply. Below are the different configs: config.cfg - http://pastebin.com/BgCtyviW clutter.hpp - http://pastebin.com/HshVLveJ surfaces.hpp - http://pastebin.com/jSh1U3nJ layers.cfg - http://pastebin.com/JYJ7jynJ I would add that the surface is working properly and the types of displays correctly. Share this post Link to post Share on other sites
jakerod 254 Posted October 26, 2014 Hello.I do not want to assume a new thread so I'll ask for help here. I do own map and stayed on the problem associated with clutter. The thing is that the map shows only one type of clutter - this >> http://i.imgur.com/LFnXPgF.jpg?1 (370 kB) For other types of soil, it is missing. >>> http://i.imgur.com/iydHLQY.jpg (632 kB) http://i.imgur.com/bbjZx7k.jpg (722 kB) If any of you know how to solve this problem please reply. Below are the different configs: config.cfg - http://pastebin.com/BgCtyviW clutter.hpp - http://pastebin.com/HshVLveJ surfaces.hpp - http://pastebin.com/jSh1U3nJ layers.cfg - http://pastebin.com/JYJ7jynJ I would add that the surface is working properly and the types of displays correctly. Which ones are working? Pine? Try moving Pine down to the bottom of our cfgSurfaces and see what happens. Does Pine still work? Share this post Link to post Share on other sites
Wodzu 10 Posted October 27, 2014 Yes pine. On the pine works flawlessly. I changed the order in cfgsurface as you wrote, but nothing has changed and pine still working. It is still just as I gave the screenshots in the first post. Share this post Link to post Share on other sites
MiauX 10 Posted November 4, 2014 We have the same problem, only one clutter works, the other surfaces are empty, and i checked everything i know about it. Its a bit frustrating Share this post Link to post Share on other sites
jakerod 254 Posted November 8, 2014 Try reading this post and see if anything in there helps you: Bushlurker's Clutter Post Share this post Link to post Share on other sites