Cole_ 13 Posted November 1, 2014 (edited) has anyone found it yet? edit: fixed the problem it was because my config.cpp didn't have A3_Map_xx defined correctly Edited November 30, 2014 by Cole_2ndCR Share this post Link to post Share on other sites
kcgb 10 Posted January 17, 2015 I also cant get any clutter to appear on my map, i've spent 10 hours trying to figure this out cfgClutter.hpp class Clutter { class Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Flowers: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Medium_White2.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Forest_Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Shrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; cfgSurfaces.hpp class Clutter { class Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Flowers: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Medium_White2.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Forest_Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Shrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Alexandra { units[] = {"Alexandra"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; version = "30/07/2011"; fileName = "Alex2.pbo"; author = "kcgb"; }; }; 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 Alexandra: Stratis { cutscenes[] = {}; description = "Alexandra"; worldName = "\Alex2\Alex.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {5120,5120,500}; seagullPos[] = {5120,5120,500}; longitude = -169.36; latitude = 45.22; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Alex2\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {6000,6445}; ilsDirection[] = {-0.6428,0.08,0.7660}; 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 Alexandra{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" are there any glaring issues? Share this post Link to post Share on other sites
Cole_ 13 Posted January 17, 2015 hey kcgb! I remember you from a long long time ago on the NZFF forums! anyway, it seems that your cfgSurfaces is the exact same as your cfgClutter. I'm not sure if you copied the same thing by accident, but if you haven't - the mask tells the layers.cfg where to paint different ground textures. Those two are linked, standalone together (layers.cfg and your mask image). Then your cfgSurfaces defines which ground texture you want your clutter painted onto, and also which character of clutter to paint there, which is defined in your cfgClutter. Your cfgClutter then defines all the different clutter files directories you want under a name, which is referenced in your cfgSurfaces as the character. A sample cfgSurfaces can be found in "a3\map_data\config.cpp". If it is the case that you have accidentally pasted your cfgClutter as your cfgSurfaces, everything seems working to me. Post your layers.cfg as well. Share this post Link to post Share on other sites
kcgb 10 Posted January 17, 2015 Sorry about that, this is my cfgSurfaces class CfgSurfaces { class Default {}; class grass_Surface: Default { files = "gdt_grass_green*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "grass_Character"; soundHit = "soft_ground"; }; class weed_Surface: Default { files = "gdt_weed*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "weed_Character"; soundHit = "soft_ground"; }; class beach_Surface: Default { files = "gdt_beach*"; rough = 0.1; dust = 0.05; soundEnviron = "sand"; character = "Empty"; soundHit = "soft_ground"; }; class Forest_Pine_Surface: Default { files = "gdt_strforest_pine*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "weed_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class grass_Character { probability[]={0.9, 0.1}; names[]={"Grass", "Flowers"}; }; class weed_Character { probability[]={0.8, 0.1}; names[]={"Forest_Grass", "Shrub"}; }; }; and my layers class Layers { class grass_Surface { texture = ""; material = "Alex2\Data\gdt_grass_green.rvmat"; }; class beach_Surface { texture = ""; material = "Alex2\Data\gdt_beach.rvmat"; }; class weed_Surface { texture = ""; material = "Alex2\Data\gdt_weed.rvmat"; }; class Forest_Pine_Surface { texture = ""; material = "Alex2\Data\gdt_weed.rvmat"; }; }; class Legend { picture= "Alex2\source\maplegend.png"; class Colors { grass_Surface[]={{0,255,0}}; beach_Surface[]={{0,0,255}}; weed_Surface[]={{255,0,0}}; Forest_Pine_Surface[]={{130,50,0}} }; }; Share this post Link to post Share on other sites
Cole_ 13 Posted January 17, 2015 nothing really stands out, however you don't have a texture defined in your layers, define a texture there and I have a funny feeling you'll see clutter also make sure you're using Mikero Tools PBOProject https://dev.withsix.com/projects/mikero-pbodll/files with check references files and full build checked Share this post Link to post Share on other sites
kcgb 10 Posted January 17, 2015 thanks for the help, I re-exported the mask and it seem to be working now Share this post Link to post Share on other sites