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raymix

Grass not showing in buldozer A3

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Guys, I've searched a lot, but can not find answer to this.

Can grass and clutter be actually displayed in Terrain Builder's buldozer? I want to create and modify my own clutter, but not very keen to make PBO after every single adjustment. Current load times of buldozer inside TB already awfully slow as is, if you know what I mean.

Showing grass is quite important for me to maintain the "feel" of the design and having to load actual game just to see the grass is kind of daunting and pointless since we have buldozer that should be able to do it.

I've tried adding library, but that did not work

Any ideas?

Edit: not possible, ffs...

Unfortunately it is rather hard to test clutter distributions, as the island must be recompiled every time (Buldozer does not show clutter, as it runs a non-compiled island).

source

Edited by Raymix
not possible

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Can grass and clutter be actually displayed in Terrain Builder's buldozer?

Sadly not...

Clutter is defined in the cfgSurfaces section of the config - and all of that stuff is purely used at the "runtime" stage - it plays no part in the TB/Buldozer stage at all...

It's actually not too bad testing clutter mixes at the runtime stage... You can open your final terrain.pbo with a Mikero tool - change a value or two - re-pbo and relaunch Arma and you're ready to text your next variation... Everything is already binarized by that stage, so there's no need for rebinarizing or anything - just open pbo - tweak numbers - close pbo - relaunch Arma

Probably quicker than repeated launching of Buldozer :D

If you find that your config.cpp is a config.bin - theres a Mikero tool for that too (DeRapify) which will return it to readable textfile form...

While you're running your tests, you can just leave it as an unbinarized config.cpp - Arma will still use it no problem...

B

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