MiauX 10 Posted October 30, 2014 (edited) Ok so, after a bazillion of different test, i just cant make more than one clutter render ingame, only the typical green grass works, the other one its just a flat texture. I was using a modified Altis config, but after trying to inherit from Stratis it still doesnt work. I just can find something more to try and i tried every single logical approach to it, and failed miserably. Update - Screenshot with the issue: http://i.imgur.com/dpfWjg7.jpg (529 kB) I proceed to show my configs: Config.cpp: #define _ARMA_ //Class config.bin{ class CfgPatches { class serifos { units[] = {"serifos"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "serifos.pbo"; author = "MiauX"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Serifos: Stratis { cutscenes[] = {}; description = "Serifos Island"; worldName = "serifos\serifos.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Serifos\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" /*class Names { #include "abc_sample.hpp" };*/ }; }; class CfgWorldList { class Serifos{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" Layers.cfg: class Layers { class abc_samplemap_gravel { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "serifos\data\abc_samplemap_gravel.rvmat"; }; class abc_samplemap_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "serifos\data\abc_samplemap_rock.rvmat"; }; class abc_sampleMap_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "serifos\data\abc_samplemap_grass_green.rvmat"; }; }; class Legend { picture="serifos\source\mapLegend.png"; class Colors { abc_samplemap_gravel[]={{255,255,0}}; abc_samplemap_rock[]={{0,255,255}}; abc_samplemap_grass_green[]={{0,255,0}}; }; }; cfgSurfaces.hpp (tried the "GrassCover" parameter, and did nothing): 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"; grassCover = 0.05; }; class abc_samplemap_gravel_Surface : Default { files = "abc_sampleMap_gravel_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "abc_samplemap_gravel_Character"; soundHit = "soft_ground"; grassCover = 0.05; }; }; class CfgSurfaceCharacters { class abc_samplemap_grass_green_Character { probability[]={1.00}; names[]={"abc_StrGrassGreenGroup"}; }; class abc_samplemap_gravel_Character { probability[]={1.00}; names[]={"abc_StrGrassDry"}; }; }; cfgClutter.hpp: 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_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.7; scaleMax = 0.8; }; }; Any help would be great, im really frustrated with this. Everything else works great and the terrain its almost finished, but this really puts me down, specially when everything seems to be ok and just doesnt want to work. Regards. Edited October 31, 2014 by MiauX Share this post Link to post Share on other sites
itsdonjon 25 Posted October 30, 2014 Well, finally i can help YOU. At least i hope. I will attach my cfg here, and they work with several clutters (Green grass on green texture, dead grass on "woodfloor" texture) cfgsurfaces.hpp 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 waldboden_surface : Default { files = "gdt_strforest_pine_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "waldboden_Character"; soundHit = "soft_ground"; }; class rasen_trocken_surface : Default { files = "abc_samplemap_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "rasen_trocken_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class abc_samplemap_grass_green_Character { probability[]={0.8}; names[]={"abc_StrGrassGreenGroup"}; }; class rasen_trocken_Character { probability[]={0.2}; names[]={"rasen_trocken"}; }; class waldboden_Character { probability[]={0.8}; names[]={"waldboden"}; }; }; cfgclutter.hpp class Clutter { class abc_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.5; scaleMax = 1.0; }; class rasen_trocken: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; afffectedByWind = 0.6; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class waldboden: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; afffectedByWind = 0.6; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.7; }; }; and last but not least, the layers.cfg class Layers { class abc_samplemap_rock { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\stein.rvmat"; }; class abc_sampleMap_grass_green { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\gras.rvmat"; }; class abc_sample_sand { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\strand.rvmat"; }; class waldboden { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\waldboden.rvmat"; }; class basis { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\basis.rvmat"; }; class Steppe { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\steppe.rvmat"; }; class strand { texture = "Jorapp\data\middle_mco.paa"; material = "Jorapp\data\strand.rvmat"; }; }; class Legend { picture="Jorapp\source\mapLegend.png"; class Colors { abc_samplemap_rock[]={{120,120,120}}; abc_samplemap_grass_green[]={{140,220,80}}; abc_sample_sand[]={{230,230,120}}; waldboden[]={{140, 220, 70}}; steppe[]={{120,230,80}}; strand[]={{0,0,255}}; }; }; I can't find the error inside your files, but i know that mine are working. So, i hope for the best! ;) Share this post Link to post Share on other sites
MiauX 10 Posted October 31, 2014 Hey thank you DonJon. According to your configs, my clutter should also work. As a curiosity, i've noticed that the material im using in that second clutter never gets actual clutter on official islands, its just a flat texture. The problem its that i couldn't find a logic to that because according to RVMAT file there is nothing different on that material to force disable clutter (or maybe i didnt noticed yet) Anyway thanks for your input. Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 1, 2014 I'm a bit confused by your two posts. Are you guys trying to get more than one clutter type to show on a surface or in general? Share this post Link to post Share on other sites
MiauX 10 Posted November 1, 2014 I'm a bit confused by your two posts. Are you guys trying to get more than one clutter type to show on a surface or in general? In general, only one type of surface (the grass_green) shows clutter, the others that also have a clutter type configured show nothing, just the flat texture without any clutter on it. Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 4, 2014 miauX try changing this grassCover = 0.05; to a higher number like .1 or more Share this post Link to post Share on other sites
bushlurker 46 Posted November 5, 2014 (edited) Try this config... #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Serifos { units[] = {"Serifos"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis"}; version = "30/07/2011"; fileName = "serifos.pbo"; author = "MiauX"; }; }; 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 Serifos: Stratis { cutscenes[] = {}; description = "Serifos Island"; worldName = "serifos\serifos.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Serifos\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "serifos.hpp" }; }; }; class CfgWorldList { class Serifos{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" Only major changes are in the initial "class DefaultWorld" and "class CAWorld" sections... Additionally... You're using a lot of "abc_" and "abc_samplemap_" prefixes for stuff in Layers.cfg, CfgSurfaces, etc - This is generally regarded as Bad Practise since it can cause conflicts with other terrains which are also loaded and which use the same classnames... One of these "known conflict effects" is.... Missing clutter on one or the other of the two terrains in question... So I'd probably advise you to change all of them to some unique prefix of your own... anything will do really, as long as you change EVERYTHING to match (including the paths inside the groundtexture rvmats, remember!). And as a "final extra touch", I usually use "0.99", or numbers totalling a maximum of 0.99 for these surface character parameters... probability[]={1.00}; Give that config above a try and see if it helps - then maybe also tidy up the other points... let us know how it goes... B Edited November 5, 2014 by Bushlurker Share this post Link to post Share on other sites
MiauX 10 Posted November 5, 2014 Thank you M1lkm8n and Bushlurker, im gonna try your suggestions! ---------- Post added at 19:41 ---------- Previous post was at 18:31 ---------- OMG Its working!!!! I changed everything to use my new registered tag "MUX" and B config. the only problem now its that the lightning its messed up... Share this post Link to post Share on other sites
MiauX 10 Posted November 6, 2014 Lightning fixed, was just a inheriting problem from the Stratis class Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 13, 2015 Miaux did you use AddonBuilder or PBO Project for packing up your mod? I can't view my clutter either, at all... could somebody take a look at my config? config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_DGC_LostCoast { units[] = {"DGC_LostCoast"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis"}; version = "30/07/2011"; fileName = "DGC_LostCoast.pbo"; author = "Mats Liljeroos"; }; }; 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 DGC_LostCoast: Stratis { cutscenes[] = {}; description = "The Lost Coast"; pictureMap = "DGC\DGC_LostCoast\data\imagery\DGC_LostCoast_pictureMap.paa"; worldName = "DGC\DGC_LostCoast\DGC_LostCoast.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\DGC\DGC_LostCoast\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.h" class Names { #include "DGC_LostCoast.h" }; }; }; class CfgWorldList { class DGC_LostCoast{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" cfgsurfaces.h class CfgSurfaces { class Default {}; class DGC_LostCoast_dirt_Surface : Default { files = "DGC_LostCoast_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class DGC_LostCoast_dry_grass_Surface : Default { files = "DGC_LostCoast_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "DGC_LostCoast_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class DGC_LostCoast_forest_pine_Surface : Default { files = "DGC_LostCoast_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "DGC_LostCoast_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class DGC_LostCoast_grass_green_Surface : Default { files = "DGC_LostCoast_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "DGC_LostCoast_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class DGC_LostCoast_soil_Surface : Default { files = "DGC_LostCoast_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class DGC_LostCoast_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"DGC_LostCoast_BigFallenBranches_pine","DGC_LostCoast_BigFallenBranches_pine02","DGC_LostCoast_BigFallenBranches_pine03","DGC_LostCoast_GrassDryGroup","DGC_LostCoast_GrassGreenGroup"}; }; class DGC_LostCoast_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"DGC_LostCoast_GrassGreenGroup","DGC_LostCoast_FlowerLowYellow2"}; }; class DGC_LostCoast_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"DGC_LostCoast_GrassDryGroup","DGC_LostCoast_GrassDryMediumgroup","DGC_LostCoast_WeedBrownTallGroup","DGC_LostCoast_WeedGreenTall","DGC_LostCoast_ThistleYellowShrub","DGC_LostCoast_PlantMullein"}; }; }; cgfClutter.h class Clutter { class DGC_LostCoast_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_LostCoast_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_LostCoast_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_LostCoast_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class DGC_LostCoast_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_LostCoast_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class DGC_LostCoast_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class DGC_LostCoast_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class DGC_LostCoast_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_LostCoast_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class DGC_LostCoast_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class DGC_LostCoast_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class DGC_LostCoast_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class DGC_LostCoast_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; }; Share this post Link to post Share on other sites
MiauX 10 Posted February 13, 2015 Hey DigitalCenturon, i use PBOproject to compile the map. I noticed that you use "A3_Map_DGC_LostCoast" as a map class and the same structure in the clutter definitions "DGC_LostCoast_*" I would try simplifying those tags with just "DGC". Examples: A3_Map_DGC_LostCoast > A3_Map_LostCoast And the clutter/surface definitions like: DGC_LostCoast_WeedGreenTall > DGC_WeedGreenTall My current configs: config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Serifos { units[] = {"serifos"}; weapons[] = {}; requiredVersion = 1.0; version = "05/11/2014"; fileName = "serifos.pbo"; author = "MiauX"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Serifos: Stratis { cutscenes[] = {}; description = "Serifos Island"; worldName = "serifos\serifos.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {7680,7680,500}; seagullPos[] = {7680,7680,500}; longitude = 65; latitude = -34; elevationOffset = 2000; pictureMap = "serifos\data\sat_preview.paa"; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Serifos\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; /* class OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "serifos.hpp" }; }; }; class CfgWorldList { class Serifos{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" cgfSurfaces.cpp class CfgSurfaces { class Default {}; class mux_grass_green_Surface : Default { files = "mux_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "mux_grass_green_Character"; soundHit = "soft_ground"; }; class mux_rock_Surface : Default { files = "mux_rock_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "mux_rock_Character"; soundHit = "soft_ground"; }; class mux_gravel_Surface : Default { files = "mux_gravel_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "mux_gravel_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class mux_grass_green_Character { probability[]={0.99}; names[]={"mux_StrGrassGreenGroup"}; }; class mux_rock_Character { probability[]={0.99}; names[]={"mux_samplemaprock"}; }; class mux_gravel_Character { probability[]={0.99}; names[]={"mux_StrGrassDry"}; }; }; cfgclutter.cpp class Clutter { class mux_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class mux_samplemaprock: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class mux_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.7; scaleMax = 0.8; }; }; Once i had the exact same problem than you, and cleaning the tags structure solved it completely. Good luck with this, i know how frustrating it can be Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 13, 2015 Ok will try that. I see you only use one type of grass per surface type, is this by choice or? Maybe I should try that and see.. Share this post Link to post Share on other sites
jakerod 254 Posted February 13, 2015 I would try simplifying those tags with just "DGC". If you do this, don't do it permanently. You risk overriding the classes later if you do that. That can be bad. Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 14, 2015 Still no clutter. Changed my clutter.. like so: Layers.cfg class Layers { class DGC_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_dirt.rvmat"; }; class DGC_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_dry_grass.rvmat"; }; class DGC_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_forest_pine.rvmat"; }; class DGC_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_grass_green.rvmat"; }; class DGC_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_soil.rvmat"; }; }; class Legend { picture="DGC\DGC_LostCoast\source\mapLegend.png"; class Colors { DGC_dirt[]={{255,0,0}}; DGC_dry_grass[]={{255,255,0}}; DGC_forest_pine[]={{255,0,255}}; DGC_grass_green[]={{0,255,0}}; DGC_soil[]={{0,0,255}}; }; }; CfgClutter.h class Clutter { class DGC_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class DGC_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class DGC_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class DGC_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class DGC_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class DGC_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class DGC_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class DGC_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class DGC_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; }; CfgSurfaces.h class CfgSurfaces { class Default {}; class DGC_dirt_Surface : Default { files = "DGC_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class DGC_dry_grass_Surface : Default { files = "DGC_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "DGC_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class DGC_forest_pine_Surface : Default { files = "DGC_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "DGC_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class DGC_grass_green_Surface : Default { files = "DGC_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "DGC_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class DGC_soil_Surface : Default { files = "DGC_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class DGC_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"DGC_BigFallenBranches_pine","DGC_BigFallenBranches_pine02","DGC_BigFallenBranches_pine03","DGC_GrassDryGroup","DGC_GrassGreenGroup"}; }; class DGC_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"DGC_GrassGreenGroup","DGC_FlowerLowYellow2"}; }; class DGC_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"DGC_GrassDryGroup","DGC_GrassDryMediumgroup","DGC_WeedBrownTallGroup","DGC_WeedGreenTall","DGC_ThistleYellowShrub","DGC_PlantMullein"}; }; }; Config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_DGC_LostCoast { units[] = {"DGC_LostCoast"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis"}; version = "30/07/2011"; fileName = "DGC_LostCoast.pbo"; author = "Mats Liljeroos"; }; }; 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 DGC_LostCoast: Stratis { cutscenes[] = {}; description = "The Lost Coast"; pictureMap = "DGC\DGC_LostCoast\data\imagery\DGC_LostCoast_pictureMap.paa"; worldName = "DGC\DGC_LostCoast\DGC_LostCoast.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\DGC\DGC_LostCoast\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.h" class Names { #include "DGC_LostCoast.h" }; }; }; class CfgWorldList { class DGC_LostCoast{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" Jakerod I am following your Atlas guide as a basis for my maps, I suppose your maps generate proper clutter? Thanks a ton btw for the map, could never have got this far this fast without it. Anyways, here is what it looks like now.. ideas? Share this post Link to post Share on other sites
jakerod 254 Posted February 15, 2015 Still no clutter. Changed my clutter.. like so:Layers.cfg class Layers { class DGC_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_dirt.rvmat"; }; class DGC_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_dry_grass.rvmat"; }; class DGC_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_forest_pine.rvmat"; }; class DGC_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_grass_green.rvmat"; }; class DGC_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_soil.rvmat"; }; }; class Legend { picture="DGC\DGC_LostCoast\source\mapLegend.png"; class Colors { DGC_dirt[]={{255,0,0}}; DGC_dry_grass[]={{255,255,0}}; DGC_forest_pine[]={{255,0,255}}; DGC_grass_green[]={{0,255,0}}; DGC_soil[]={{0,0,255}}; }; }; CfgClutter.h class Clutter { class DGC_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class DGC_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class DGC_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class DGC_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class DGC_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class DGC_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class DGC_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class DGC_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class DGC_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; }; CfgSurfaces.h class CfgSurfaces { class Default {}; class DGC_dirt_Surface : Default { files = "DGC_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class DGC_dry_grass_Surface : Default { files = "DGC_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "DGC_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class DGC_forest_pine_Surface : Default { files = "DGC_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "DGC_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class DGC_grass_green_Surface : Default { files = "DGC_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "DGC_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class DGC_soil_Surface : Default { files = "DGC_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class DGC_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"DGC_BigFallenBranches_pine","DGC_BigFallenBranches_pine02","DGC_BigFallenBranches_pine03","DGC_GrassDryGroup","DGC_GrassGreenGroup"}; }; class DGC_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"DGC_GrassGreenGroup","DGC_FlowerLowYellow2"}; }; class DGC_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"DGC_GrassDryGroup","DGC_GrassDryMediumgroup","DGC_WeedBrownTallGroup","DGC_WeedGreenTall","DGC_ThistleYellowShrub","DGC_PlantMullein"}; }; }; Config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_DGC_LostCoast { units[] = {"DGC_LostCoast"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis"}; version = "30/07/2011"; fileName = "DGC_LostCoast.pbo"; author = "Mats Liljeroos"; }; }; 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 DGC_LostCoast: Stratis { cutscenes[] = {}; description = "The Lost Coast"; pictureMap = "DGC\DGC_LostCoast\data\imagery\DGC_LostCoast_pictureMap.paa"; worldName = "DGC\DGC_LostCoast\DGC_LostCoast.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\DGC\DGC_LostCoast\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.h" class Names { #include "DGC_LostCoast.h" }; }; }; class CfgWorldList { class DGC_LostCoast{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" Jakerod I am following your Atlas guide as a basis for my maps, I suppose your maps generate proper clutter? Thanks a ton btw for the map, could never have got this far this fast without it. Anyways, here is what it looks like now.. http://s12.postimg.org/euyfzbvnd/2015_02_13_00014.jpg ideas? I'm not noticing anything wrong. Your terrain settings in ArmA are higher than very low right? And you don't have a second copy of this terrain or any terrain with the same class names loaded? Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 15, 2015 YEah I run A3 with most settings on Ultra. And no second copy. it's something weird going on with my map, it's either related to the mapframe settings or related to the way PboProject packs it. I tried Addon builder but I get a CTD when I try to launch a mission on my map. Share this post Link to post Share on other sites
jakerod 254 Posted February 15, 2015 YEah I run A3 with most settings on Ultra. And no second copy. it's something weird going on with my map, it's either related to the mapframe settings or related to the way PboProject packs it. I tried Addon builder but I get a CTD when I try to launch a mission on my map. If you unpack your pbo is the cfgSurfaces and Clutter section within your config? Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 16, 2015 Yes it is. Tried to change my extensions from .h to .hpp again, still included but no clutter //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.91 //Mon Feb 16 13:55:23 2015 : Source 'file' date Mon Feb 16 13:55:23 2015 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class G:/Steam/SteamApps/common/Arma 3/@DGC_LostCoast/Addons/DGC_LostCoast/DGC/DGC_LostCoast/config.bin{ class CfgPatches { class A3_Map_DGC_LostCoast { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis"}; version = "30/07/2011"; fileName = "DGC_LostCoast.pbo"; author = "Mats Liljeroos"; }; }; 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 DGC_LostCoast: Stratis { cutscenes[] = {}; description = "The Lost Coast"; pictureMap = "DGC\DGC_LostCoast\data\imagery\DGC_LostCoast_pictureMap.paa"; worldName = "DGC\DGC_LostCoast\DGC_LostCoast.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\DGC\DGC_LostCoast\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports{}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; 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; }; }; class Clutter { class DGC_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class DGC_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.0; }; class DGC_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.8; scaleMax = 1.0; }; class DGC_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.25; }; class DGC_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.7; scaleMax = 1.15; }; class DGC_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.7; scaleMax = 1.1; }; class DGC_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class DGC_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = 0; scaleMin = 0.4; scaleMax = 0.7; }; class DGC_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; }; class Names{}; }; }; class CfgWorldList { class DGC_LostCoast{}; }; class CfgMissions { class Cutscenes{}; }; class CfgSurfaces { class Default{}; class DGC_dirt_Surface: Default { files = "DGC_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class DGC_dry_grass_Surface: Default { files = "DGC_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "DGC_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class DGC_forest_pine_Surface: Default { files = "DGC_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "DGC_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class DGC_grass_green_Surface: Default { files = "DGC_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "DGC_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class DGC_soil_Surface: Default { files = "DGC_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class DGC_dirt_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.07}; names[] = {"DGC_GrassDryGroup","DGC_GrassDryMediumgroup","DGC_WeedBrownTallGroup","DGC_WeedGreenTall","DGC_ThistleYellowShrub","DGC_PlantMullein"}; }; class DGC_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.868,0.05}; names[] = {"DGC_BigFallenBranches_pine","DGC_BigFallenBranches_pine02","DGC_BigFallenBranches_pine03","DGC_GrassDryGroup","DGC_GrassGreenGroup"}; }; class DGC_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"DGC_GrassGreenGroup","DGC_FlowerLowYellow2"}; }; class DGC_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.07}; names[] = {"DGC_GrassDryGroup","DGC_GrassDryMediumgroup","DGC_WeedBrownTallGroup","DGC_WeedGreenTall","DGC_ThistleYellowShrub","DGC_PlantMullein"}; }; class DGC_soil_Character { probability[] = {0.975,0.01,0.01,0.005}; names[] = {"StubbleClutter","AutumnFlowers","WeedDeadSmall","WeedDead"}; }; }; //}; Note that the last bracket is commented out by pbo project - correct? Is there something wrong with my PBO Project settings? Share this post Link to post Share on other sites
m1lkm8n 411 Posted February 16, 2015 (edited) Digital. Your missing " class defaultclutter;" Put it right at the top of your cfgclutter file. Also cgfclutter.h is spelled wrong. Although that might just be a typo when putting in on the web but I figured I'd point it out just in case Also unless your using a2 objects on your terrain the island build only section should have at the minimum...a3 listed there Edited February 16, 2015 by M1lkm8n Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 16, 2015 Did that, still no clutter. I don't understand this... I guess I will have to try and simplify next, only one clutter type per surface and so on.. //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.91 //Mon Feb 16 14:26:20 2015 : Source 'file' date Mon Feb 16 14:26:20 2015 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class G:/Steam/SteamApps/common/Arma 3/@DGC_LostCoast/Addons/DGC_LostCoast/DGC/DGC_LostCoast/config.bin{ class CfgPatches { class A3_Map_DGC_LostCoast { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis"}; version = "30/07/2011"; fileName = "DGC_LostCoast.pbo"; author = "Mats Liljeroos"; }; }; 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 DGC_LostCoast: Stratis { cutscenes[] = {}; description = "The Lost Coast"; pictureMap = "DGC\DGC_LostCoast\data\imagery\DGC_LostCoast_pictureMap.paa"; worldName = "DGC\DGC_LostCoast\DGC_LostCoast.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\DGC\DGC_LostCoast\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports{}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; 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; }; }; class defaultclutter; class Clutter { class DGC_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class DGC_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.0; }; class DGC_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.8; scaleMax = 1.0; }; class DGC_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.25; }; class DGC_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.7; scaleMax = 1.15; }; class DGC_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.7; scaleMax = 1.1; }; class DGC_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class DGC_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = 0; scaleMin = 0.4; scaleMax = 0.7; }; class DGC_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; }; class Names{}; }; }; class CfgWorldList { class DGC_LostCoast{}; }; class CfgMissions { class Cutscenes{}; }; class CfgSurfaces { class Default{}; class DGC_dirt_Surface: Default { files = "DGC_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class DGC_dry_grass_Surface: Default { files = "DGC_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "DGC_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class DGC_forest_pine_Surface: Default { files = "DGC_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "DGC_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class DGC_grass_green_Surface: Default { files = "DGC_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "DGC_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class DGC_soil_Surface: Default { files = "DGC_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class DGC_dirt_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.07}; names[] = {"DGC_GrassDryGroup","DGC_GrassDryMediumgroup","DGC_WeedBrownTallGroup","DGC_WeedGreenTall","DGC_ThistleYellowShrub","DGC_PlantMullein"}; }; class DGC_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.868,0.05}; names[] = {"DGC_BigFallenBranches_pine","DGC_BigFallenBranches_pine02","DGC_BigFallenBranches_pine03","DGC_GrassDryGroup","DGC_GrassGreenGroup"}; }; class DGC_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"DGC_GrassGreenGroup","DGC_FlowerLowYellow2"}; }; class DGC_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.07}; names[] = {"DGC_GrassDryGroup","DGC_GrassDryMediumgroup","DGC_WeedBrownTallGroup","DGC_WeedGreenTall","DGC_ThistleYellowShrub","DGC_PlantMullein"}; }; class DGC_soil_Character { probability[] = {0.975,0.01,0.01,0.005}; names[] = {"StubbleClutter","AutumnFlowers","WeedDeadSmall","WeedDead"}; }; }; //}; Share this post Link to post Share on other sites
cool=azroul13 14 Posted February 16, 2015 I had hard time to add clutter to my island too :/ . The config name are case sensitive so be sure you have exactly the same name, I even recommend you to write your clutter config name and surface to lower case. Share this post Link to post Share on other sites
jakerod 254 Posted February 16, 2015 Digital. Your missing " class defaultclutter;" Put it right at the top of your cfgclutter file. Also cgfclutter.h is spelled wrong. Although that might just be a typo when putting in on the web but I figured I'd point it out just in case Also unless your using a2 objects on your terrain the island build only section should have at the minimum...a3 listed there Did that, still no clutter. I don't understand this... I guess I will have to try and simplify next, only one clutter type per surface and so on.. Try putting it inside your clutter file. It should be within the clutter definition I believe. I had hard time to add clutter to my island too :/ .The config name are case sensitive so be sure you have exactly the same name, I even recommend you to write your clutter config name and surface to lower case. This too and your defaultclutter doesn't match with DefaultClutter Share this post Link to post Share on other sites
m1lkm8n 411 Posted February 16, 2015 Also try adding a3_map_data to your list of required addons Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 17, 2015 Did all that, no clutter... Can't understand it. Config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_DGC_LostCoast { units[] = {"DGC_LostCoast"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Map_Stratis","a3_map_data"}; version = "30/07/2011"; fileName = "DGC_LostCoast.pbo"; author = "Mats Liljeroos"; }; }; 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 DGC_LostCoast: Stratis { cutscenes[] = {}; description = "The Lost Coast"; pictureMap = "DGC\DGC_LostCoast\data\imagery\DGC_LostCoast_pictureMap.paa"; worldName = "DGC\DGC_LostCoast\DGC_LostCoast.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\DGC\DGC_LostCoast\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "DGC_LostCoast.hpp" }; }; }; class CfgWorldList { class DGC_LostCoast{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" cfgSurfaces.hpp class CfgSurfaces { class Default {}; class DGC_dirt_Surface : Default { files = "DGC_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class DGC_dry_grass_Surface : Default { files = "DGC_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "DGC_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class DGC_forest_pine_Surface : Default { files = "DGC_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "DGC_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class DGC_grass_green_Surface : Default { files = "DGC_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "DGC_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class DGC_soil_Surface : Default { files = "DGC_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class DGC_dirt_Character { probability[] = {0.99}; names[] = {"DGC_GrassDryGroup"}; }; class DGC_forest_pine_Character { probability[] = {0.99}; names[] = {"DGC_GrassDryGroup"}; }; class DGC_green_grass_Character { probability[] = {0.99}; names[] = {"DGC_GrassDryGroup"}; }; class DGC_dry_grass_Character { probability[] = {0.99}; names[] = {"DGC_GrassDryGroup"}; }; class DGC_soil_Character { probability[] = {0.99}; names[] = {"DGC_GrassDryGroup"}; }; }; cfgClutter.hpp class DefaultClutter; class Clutter { class DGC_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class DGC_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class DGC_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class DGC_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class DGC_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class DGC_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class DGC_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class DGC_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class DGC_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class DGC_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class DGC_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; }; Layers.cfg class Layers { class DGC_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_dirt.rvmat"; }; class DGC_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_dry_grass.rvmat"; }; class DGC_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_forest_pine.rvmat"; }; class DGC_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_grass_green.rvmat"; }; class DGC_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DGC\DGC_LostCoast\Data\DGC_soil.rvmat"; }; }; class Legend { picture="DGC\DGC_LostCoast\source\mapLegend.png"; class Colors { DGC_dirt[]={{255,0,0}}; DGC_dry_grass[]={{255,255,0}}; DGC_forest_pine[]={{255,0,255}}; DGC_grass_green[]={{0,255,0}}; DGC_soil[]={{0,0,255}}; }; }; I assume that because different ground textures are assigned it means that my layers.cfg and mask image work - right? 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jakerod 254 Posted February 18, 2015 (edited) You can try using this to make sure that your textures worked right: surface = surfaceType position player; hint format ["%1", surface] Put that in a radio alpha trigger and set it to repeatable. Walk around on different surfaces and make sure you are getting the right classname. It should work. It does in VBS anyway. I think these: class DefaultClutter; class Clutter { should be... class Clutter { class DefaultClutter; Not 100% on that but seems to make sense to me. Edited February 18, 2015 by Jakerod Share this post Link to post Share on other sites