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Cole_

No Clutter

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has anyone found it yet?

edit: fixed the problem

it was because my config.cpp didn't have A3_Map_xx defined correctly

Edited by Cole_2ndCR

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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?

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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.

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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}}
 };
};

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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

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thanks for the help, I re-exported the mask and it seem to be working now

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