Richie 330 Posted March 11, 2015 Would some wise person help me, clutter is driving me nuts and i can't work out why :( I've tried 3 different clutters, sufaces and config files including the one from Jakerods post that is known to work, all load fine and show no errors but i have no clutter in game, the surface shows correctly but my terrain is bald. My very simple cfgClutter.hpp is http://pastebin.com/mR44ff90 My cfgSurfaces.hpp is http://pastebin.com/wXGBhyZb and in case it helps my config.cpp http://pastebin.com/WEYpPhGM I really don't understand what i've done wrong, the file names and paths are correct, my wildfield surface shows fine in game, as do the other surfaces but none will show clutter. Thanks in advance :) Regards, Richie ---------- Post added at 18:16 ---------- Previous post was at 18:05 ---------- More info : The logs from PboProject show the file is being used or at least tries to: #include "cfgClutter.hpp" class Clutter { class wildfield1: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; //SURFACES #include "cfgSurfaces.hpp" class CfgSurfaces { class Default {}; class wildfield_Surface : Default { files = "PX1_wildfield_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "wildfield_Character"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; }; class CfgSurfaceCharacters { class wildfield_Character { probability[] = {0.75}; names[] = {"wildfield1"}; }; }; #uninclude scanning cfgPatches...ok (altered) rapify x64UnicodeVersion 1.75, Dll 4.94 "config.cpp" No Error(s) Share this post Link to post Share on other sites
viper2511 28 Posted March 12, 2015 Checkout the responses to the issue that I had here. You will need to rework your naming patterns etc. Share this post Link to post Share on other sites
Richie 330 Posted March 12, 2015 Thanks for the link VIPeR but i don't see what's wrong with my naming :confused: I'm telling it to apply c_StrGrassGreen_group.p3d to any surface called PX1_wildfield_* So PX1_wildfield_* applies to PX1_wildfield_co.paa and PX1_wildfield_nopx.paa Share this post Link to post Share on other sites
Richie 330 Posted March 13, 2015 Anyone else have any ideas why ? pretty please :) Share this post Link to post Share on other sites
memphisbelle 99 Posted March 13, 2015 did you extrackted al the needed addons into your P/A3 Directory? Or better, did you run Mikeros ArmA3P tool after Installation of ArmA3 Tools and Setting up P drive? Share this post Link to post Share on other sites
Richie 330 Posted March 13, 2015 I did yes, it ran with no errors. I've also ran dep3d, again no errors. I wish i had an error tbh, then i would know where to look. Share this post Link to post Share on other sites
memphisbelle 99 Posted March 13, 2015 (edited) three things that I have noticed here: 1.) your clutter.hpp is missing the inheritance class your clutter.hpp class Clutter { class wildfield1: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; try class DefaultClutter class Clutter { class wildfield1: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; download Eliteness from DevHeaven and let lint check search for config Errors (Tools/lint check) 2. your config.cpp is way to big. It holds lots of things that you dont Need. I am at work at the Moment but will be back home in roundabout 4 hours. I´ll send you my config then, it work without any issues. 3. your probability is not equal 1 19.class CfgSurfaceCharacters 20.{ 21. class wildfield_Character 22. { 23. probability[] = [b]{0.75};[/b] 24. names[] = {"wildfield1"}; 25. }; 26.}; set it to {1.0}; Also poste your layers.cfg please Edited March 13, 2015 by MemphisBelle Share this post Link to post Share on other sites
Richie 330 Posted March 13, 2015 (edited) Thanks for you help MemphisBelle, I'm lost and have tried everything. So i followed your advice, I had to add a semicolon to my clutter.hpp though on line 2 as pboProject through an error, it now looks like : class DefaultClutter; class Clutter { class wildfield1: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; I've also changed the probability to 1.0 and it still won't show any clutter :( My layers.cfg is Here Edited March 13, 2015 by Richie Share this post Link to post Share on other sites
memphisbelle 99 Posted March 13, 2015 My layers.cfg is Here from yxour layers.cfg class wildfield { texture = ""; material = "PX1\milos\data\PX1_wildfield.rvmat"; }; you havent assigned a mco texture, or isnt this the current layers.cfg? I dont know whether ArmA needs the mco texture next to the actual texture. But I´d give it a try. just use the mco from stratis and use it for all your textures. Copy the mco in your data folder and provide the path here in the layers.cfg. And as promised, my config.cpp Share this post Link to post Share on other sites
1para{god-father} 105 Posted March 13, 2015 I believe the texture line can be left blank. It's ignored by the engine this was from M1lkm8n. http://forums.bistudio.com/showthread.php?185638-Arma-3-Custom-map-texture-problem But like you said worth a try Share this post Link to post Share on other sites
Richie 330 Posted March 13, 2015 Nope, still no clutter :( I added the texture entries on the layers.cfg, made no difference. I used the config.cpp provided by MemphisBelle, still no clutter. Why do the clutter gods hate me :( I've done nothing to provoke them ? Share this post Link to post Share on other sites
memphisbelle 99 Posted March 14, 2015 Nope, still no clutter :(I added the texture entries on the layers.cfg, made no difference. I used the config.cpp provided by MemphisBelle, still no clutter. Why do the clutter gods hate me :( I've done nothing to provoke them ? I had this a while ago as well, I could do what ever I wanted...no clutter. Than I uninstalled ArmA3 tools and cleared the whole drive where it has been installed. After a fresh installation of the tools I prepared the P drive and gave it a new start...it worked then...I dont know why, call it BIS magic. send me your project, I´d take a look on it. Share this post Link to post Share on other sites
Richie 330 Posted March 14, 2015 I'll remove ArmA 3 Tools and my P drive, then start all over again with the setup, hopefully that does the trick. If not i'll send the project although my internet sucks, hopefully a last resort or it'll take ages. Thanks for the help so far MemphisBelle, it's driving me nuts and stopped everything. Share this post Link to post Share on other sites
memphisbelle 99 Posted March 14, 2015 (edited) I'll remove ArmA 3 Tools and my P drive, then start all over again with the setup, hopefully that does the trick.If not i'll send the project although my internet sucks, hopefully a last resort or it'll take ages. Thanks for the help so far MemphisBelle, it's driving me nuts and stopped everything. All I need actually is the heightfield, the Satmap, the textures (only if you use own ones, otherwise tell me which texture used to be the original ones (Stratis)) and your layer.cfg. I will use my config as well as my clutter and surface.hpp´s then. Do you have/use the AllinArmA terrainpack? If not, do it. It´s a huge download but it offers one way more possibilities, so it worth it though. But if you dont want to use it, its ok...I only need to know this as it would become a required Addon then. But first of all, I cross my fingers for your ArmAtools reinstall. Edited March 14, 2015 by MemphisBelle Share this post Link to post Share on other sites
Richie 330 Posted March 14, 2015 (edited) Well i did a complete reinstall, everything removed, I then reinstalled, verified ArmA 3 then verified ArmA 3 Tools, both fine with no files needing redownloaded. I then ran Arma3P, results Here show no errors and success :) So i reimported all my files, terrain, normals, mask etc and generated the layers and exported a new .wrp, after that i crunched it through pboProject, the results Here show no errors. Guess what ? still no clutter working :( I'm currently uploading my entire project MemphisBelle, I'll PM you the link once the upload is complete, thanks for taking the time to help, I can't move forward until i fix this :( Edited March 14, 2015 by Richie Typos Share this post Link to post Share on other sites
Richie 330 Posted March 15, 2015 Ok now it's getting annoying :( What would stop clutter from working ? MemphisBelle has working clutter on his terrain but when he crunched my terrain files there's no clutter, so this rules out my P drive setup and his. I can add objects to my terrain, i've made a small village, i can add roads to my terrain but for some unknown reason there is no clutter, all my textures load fine but clutter refuses to work :( Share this post Link to post Share on other sites
bushlurker 46 Posted March 15, 2015 Hi Richie Got your PM and files.... What would stop clutter from working ? There can be several factors - mostly config-based, though in this case it was a combination of config errors plus you were using Layers files with many surfaces defined, in combination with a cfgSurface which only had one surface defined... Lets take a look at those configs... cfgClutter class DefaultClutter; [color="#FF0000"]///This is already defined in the main config - don't need it here again[/color] class Clutter { class wildfield1: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; cfgSurfaces (Original) class CfgSurfaces { class Default {}; class wildfield_Surface : Default { files = "PX1_wildfield_*"; [color="#FF0000"] ///No Uppercase In These Paths!!![/color] rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "wildfield_Character"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; }; class CfgSurfaceCharacters { class wildfield_Character { probability[] = {1.0}; [color="#FF0000"]// I usually make this total 0.99[/color] names[] = {"wildfield1"}; }; }; ...Plus all the "other surfaces" for which there were textures provided and which - I presume - were mentioned in your Layers.cfg when you generated the layers folder were missing, so I added them back in... cfgSurfaces (Edited) class CfgSurfaces { class Default {}; class wildfield_Surface : Default { files = "px1_wildfield_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "wildfield_Character"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_beach_Surface : Default { files = "px1_beach_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_concrete_Surface : Default { files = "px1_concrete_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_desert_Surface : Default { files = "px1_desert_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_dry_grass_Surface : Default { files = "px1_dry_grass_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_forest_pine_Surface : Default { files = "px1_forest_pine_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_grass_green_Surface : Default { files = "px1_grass_green_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_seabed_Surface : Default { files = "px1_seabed_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_soil_Surface : Default { files = "px1_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_str_concrete_Surface : Default { files = "px1_str_concrete_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class px1_tconcrete_Surface : Default { files = "px1_tconcrete_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; }; class CfgSurfaceCharacters { class wildfield_Character { probability[] = {0.99}; names[] = {"wildfield1"}; }; }; If you look carefully at the mask tiles inside your Layers folder, you'll notice there's more than one colour in use - the "other colours" represent "other surfaces" which were missing from cfgSurfaces... Now pick an rvmat from the Layers folder at random and open it in notepad or whatever - notice how these "missing surfaces" are mentioned - and required - by the rvmats too... Config.cpp class CfgPatches { class [color="#FF0000"]A3_Map_[/color]milos [color="#FF0000"]//All BI terrains have the "A3_Map" prefix here - and only here...Dunno why, and it wasn't affecting your clutter... still - BI use it so we should too, I guess....[/color] [color="#FF0000"]//Also - Projectname, classname and wrp name MUST match - you had "class PX1_milos", but the project folder and wrp name were both just "milos"[/color] { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","AiA_StandaloneTerrainPack_Core"}; version = "26/03/2014"; fileName = "milos.pbo"; author = "Richie & WinstonSmith [uKGZ]"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class milos: Stratis [color="#FF0000"]///changed the classname from "PX1_milos" to just "milos"[/color] { cutscenes[] = {}; description = "Milos"; pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; worldName = "PX1\milos\milos.wrp"; [color="#FF0000"]//No Leading "\" in this path[/color] startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {40960,40960,0}; [color="#FF0000"]// this should be 20480,20480,0[/color] seagullPos[] = {40960,40960,0}; [color="#FF0000"]//This is why your map starts with a top corner view in the editor[/color] longitude = 65; latitude = -34; elevationOffset = 2000; [color="#FF0000"] ///This adds 2000m to all height measurements in the map, are you sure you want that - I suggest "0" here...[/color] envTexture = "A3\Data_f\env_land_ca.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //newRoadsShape = "\MyTag\MyTag_MyMap\data\roads\roads.shp"; [color="#FF0000"]//this won't stop roads appearing... a "null value" like <=""> will[/color] ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class OutsideTerrain { satellite = "A3\map_Stratis\data\s_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "A3\Map_Data\gdt_grass_green_nopx.paa"; texture = "A3\Map_Data\gdt_grass_green_co.paa"; }; }; colorOutside[] = {0.294118,0.333333,0.372549,1}; }; class Grid: Grid { offsetX = 0; offsetY = 40960; 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; }; }; clutterGrid = 1.2; clutterDist = 250; noDetailDist = 65; fullDetailDist = 15; midDetailTexture = "A3\Map_Data\middle_mco.paa"; #include "cfgClutter.hpp" class Names { #include "milos.hpp" [color="#FF0000"]//Include the automatically generated "projectname.hpp" here to get keypoints showing on the in-game map[/color] }; }; }; class CfgWorldList { class milos{}; /[color="#FF0000"]//classname change again - be consistent[/color] }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" HERE's the updated configs - drop them into place and try repacking with PboProject.... 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Richie 330 Posted March 15, 2015 Bushlurker i now have a man crush on you I'll read over all your info, thank you so very much, this has plagued me for almost 2 weeks :) Share this post Link to post Share on other sites
memphisbelle 99 Posted March 15, 2015 Great stuff Bushlurker Share this post Link to post Share on other sites
Richie 330 Posted March 15, 2015 and thank you MemphisBelle for the time you spent helping me last night :) Share this post Link to post Share on other sites
memphisbelle 99 Posted March 16, 2015 and thank you MemphisBelle for the time you spent helping me last night :) you´re welcome...even though it wasnt very helpfull...well I have to learn a lot as well, so credits to Bush for him beein around here and helping out a lot :D Share this post Link to post Share on other sites