Jump to content
Sign in to follow this  
antekh

Problems with clutter

Recommended Posts

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

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

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 by Antekh

Share this post


Link to post
Share on other sites

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

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

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
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

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 by Jakerod

Share this post


Link to post
Share on other sites
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

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
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

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
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

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

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 by Antekh

Share this post


Link to post
Share on other sites

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
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

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×