m1lkm8n 411 Posted November 8, 2014 Try reading this post and see if anything in there helps you: Bushlurker's Clutter Post Hehe that was him in the thread ;) Share this post Link to post Share on other sites
jakerod 254 Posted November 8, 2014 Hehe that was him in the thread ;) It was directed at Wodzu I just didn't include anyway for people to know that apparently. Share this post Link to post Share on other sites
MiauX 10 Posted November 8, 2014 (edited) I fixed mine doing this, as Bushlurker suggested: - Go to OPFEC and register a new TAG for your creations (this its not needed but eventually you need it) - Rename every single material, surface and clutter with your new tag, like "TAG_greengrass", "TAG_pineclutter", etc. this includes also the Layers.cfg definitions. - Edit texture names under \data to match your new names, also edit the RVMAT files with the new names. - Edit the config and set the name of the map class as "A3_Map_Yourmapname" just after "class CfgPatches", like this: #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Yourmapname { units[] = {"Yourmapname"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "yourmapname.pbo"; author = "Username"; }; Re-generate mask layers into Terrain Builder to update the new names of materials. And pray to Zeus Edited November 8, 2014 by MiauX Share this post Link to post Share on other sites
Wodzu 10 Posted November 11, 2014 Unfortunately, after almost ten attempts with different configurations of clutter does not work. I did exactly as he wrote Bushlurker and still something is wrong. I miss the ideas already. In fact, even now clutter PINE does not work Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 11, 2014 Unfortunately, after almost ten attempts with different configurations of clutter does not work. I did exactly as he wrote Bushlurker and still something is wrong. I miss the ideas already. In fact, even now clutter PINE does not work Post all you configs again with the updated Versions Share this post Link to post Share on other sites
Wodzu 10 Posted November 11, 2014 cfgsurfaces http://pastebin.com/QNYirEca config.cfg http://pastebin.com/QRv0xxuZ sample rvmat http://pastebin.com/f08ycZzG layers cfg http://pastebin.com/YjWehZxF cfgclutter has no changed, its default Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 11, 2014 (edited) You need to add tags to all the clutter classes in cfgclutter then do the same tag naming scheme In the cfgsurfacecharacter config. Example. class [color="#FF0000"]yourtag_[/color]StrGrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class isla_drygrass_Character { probability[] = {0.99}; names[] = {"[color="#FF0000"]yourtag_[/color]StrGrassDryGroup"}; }; Edited November 11, 2014 by M1lkm8n Share this post Link to post Share on other sites
bushlurker 46 Posted November 11, 2014 (edited) There's a couple of small errors in your config (see the "// comments"), and one important bit - your clutter definitions #include, was in the wrong place... I suspect that might be the fundamental cause of your clutter issues... #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Isla { units[] = {Isla}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Map_Stratis"}; fileName = "isla.pbo"; author[] = {"Wodzu"}; }; }; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Overcast; }; }; class Stratis: CAWorld { class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class Isla: CAWorld { cutscenes[] = {}; description = "Isla Prison"; icon = "Isla\data\logo.paa"; worldName = "Isla\Isla.wrp"; // no leading "\" on this path pictureMap = "Isla\data\sat.paa"; // or this one pictureShot = ""; plateFormat = "AS$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "Wodzu"; mapSize = 10240; mapZone = 31; longitude = 20; latitude = 0; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; newRoadsShape = "\Isla\data\roads\roads.shp"; startTime = "10:45"; startDate = "5/5/2014"; centerPosition[] = {6000,6000,1000}; seagullPos[] = {6000,6000,1000}; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 65; fullDetailDist = 15; midDetailTexture = "A3\Map_Data\middle_mco.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 4; loadingTexts[] = {"The war is hell"}; ilsPosition[] = {0, 0}; ilsDirection[] = {0, 0, 0}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Grid: Grid { offsetX = 0; offsetY = 10240; 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; }; }; #include "cfgClutter.hpp" class Names { #include "isla.hpp" }; }; }; /* #include "cfgClutter.hpp" class Names { #include "isla.hpp" // this section should be within the "class Isla: CAWorld def - notice I've moved it above }; }; */ class CfgWorldList { class Isla{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" Try making the changes above - or copypaste the config above and give things another try. B Edited November 11, 2014 by Bushlurker Share this post Link to post Share on other sites
Wodzu 10 Posted November 11, 2014 Well, I edited the cfgclutter, and the config of your proposal Bushlurker, unfortunately, no clutter does not work. The grass is not all over the map. In addition, I generated a new layers in the Terrain Builder Share this post Link to post Share on other sites