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Drifter

[Need help] No clutter on map "Southern Wardak Province" terrain

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Hello, I am having issues with solving clutter. Grass clutter will not show at all for my terrain. Configs will be below.

If my Config.cpp is needed please let me know :D

Clutter Config

class Clutter	
{
	class grass_green: DefaultClutter
	{
	model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d";
	affectedByWind = 1.0;
	swLighting = "true";
	scaleMin = 0.6;
	scaleMax = 1.1;
};
class grass_green2: DefaultClutter
  {
	model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d";
	affectedByWind = 0.65;
	swLighting = "true";
	scaleMin = 0.65;
	scaleMax = 1.0;
};
};

Surfaces Config

class CfgSurfaces 
{
class Default {};
class grass_green: Default
{
	files = "grass_green*";
	rough = 0.1;
	dust = 0.1;
	soundEnviron = "grass";
	character = "grass_green_Clutter";
	soundHit="soft_ground";
	impact = "hitGroundSoft";
	maxSpeedCoef = 0.9;
	grassCover = 0.05;
	lucidity = 2;
	surfaceFriction = 1.75;
};
class concrete_surface : Default
{	
	files = "concrete*";
	character = "Empty";
	soundEnviron = "concrete_Character";
	soundHit = "concrete";
	rough = 0.05;
	maxSpeedCoef = 1;
	dust = 0.15;
	lucidity = 0.3;
	grassCover = 0.0;
	impact = "hitConcrete";
};
};

class CfgSurfaceCharacters
{
class grass_green_Clutter
 	{
		probability[]={0.99, 0.2};
		names[]={"grass_green1"};
 	};
};

Layers.cfg

class Layers
{
 class grass_green
 {
   texture = "";
   material = "projects\wardak\data\grass_green.rvmat";
 };
  class soil
 {
   texture = "";
   material = "projects\wardak\data\soil.rvmat";
 };
   class dry_grass
 {
   texture = "";
   material = "projects\wardak\data\dry_grass.rvmat";
 };
    class concrete
 {
   texture = "";
   material = "projects\wardak\data\concrete.rvmat";
 };
     class rock
 {
   texture = "";
   material = "projects\wardak\data\rock.rvmat";
 };
};
class Legend
{
 picture="projects\wardak\source\mapLegend.png";
 class Colors
 {
grass_green[]={{0,255,0}};
soil[]={{255,255,0}};
dry_grass[]={{255,0,0}};
rock[]={{120,120,120}};
concrete[]={{0,0,0}};
 };
};

Not sure if you guys will need my Config.cpp if it is needed let me know please :D

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Hi Drifter

As a guess you are trying to follow the youtube tutorial by CaptNCaps. He isnt the easiest to follow as he swaps back and forth and you struggle to follow his workflow at times. There are several issues within the configs you have posted but the best advice I can offer is to follow Jakerod's tutorial and utilise the files within as it is a lot more logical.

http://forums.bistudio.com/showthread.php?188299-The-Atlas-Guide-to-ArmA-3-Terrain-Making&highlight=atlas

Even I can get MOST of my clutters working then.

Good luck and any further issues pop back :)

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I had the same issues Drifter

Bushlurker was kind enough to fix it, see this post for his fix, also grab the files he posted, they work.

Good luck :)

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Hi Drifter

As a guess you are trying to follow the youtube tutorial by CaptNCaps. He isnt the easiest to follow as he swaps back and forth and you struggle to follow his workflow at times. There are several issues within the configs you have posted but the best advice I can offer is to follow Jakerod's tutorial and utilise the files within as it is a lot more logical.

http://forums.bistudio.com/showthread.php?188299-The-Atlas-Guide-to-ArmA-3-Terrain-Making&highlight=atlas

Even I can get MOST of my clutters working then.

Good luck and any further issues pop back :)

Thanks, I will try this once I get back from class. :D

Hi Drifter

As a guess you are trying to follow the youtube tutorial by CaptNCaps. He isnt the easiest to follow as he swaps back and forth and you struggle to follow his workflow at times. There are several issues within the configs you have posted but the best advice I can offer is to follow Jakerod's tutorial and utilise the files within as it is a lot more logical.

http://forums.bistudio.com/showthrea...ighlight=atlas

Even I can get MOST of my clutters working then.

Good luck and any further issues pop back

Ah, yes I remember reading your post a few days ago. I tried everything except copying the configs Bushlurker had posted. If I can't get the one that Grey hound posted to work then I will try yours, thanks :D

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Still no luck. No clutter at all! :(

New configs:

CfgClutter:

class Clutter	
{
  class grass_green: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";
	affectedByWind = 0.0;
	swLighting = "false";
	scaleMin = 0.3;
	scaleMax = 0.7;
};
};

CfgSurface:

class CfgSurfaces 
{
class Default {};
class grass_green_Surface : Default
{	
	 files = "grass_green*";
	 rough = 0.09;
	 maxSpeedCoef = 0.9;
	 dust = 0.5;
	 soundEnviron = "dirt";
	 character = "grass_green_Character";
	 soundHit = "soft_ground";
	 lucidity = 1;
	 grassCover = 0.03;
};
class concrete_Surface : Default
{	
	 files = "concrete*";
	 rough = 0.09;
	 maxSpeedCoef = 0.9;
	 dust = 0.5;
	 soundEnviron = "dirt";
	 character = "Empty";
	 soundHit = "soft_ground";
	 lucidity = 1;
	 grassCover = 0.03;
};
class rock_Surface : Default
{	
	 files = "rock*";
	 rough = 0.09;
	 maxSpeedCoef = 0.9;
	 dust = 0.5;
	 soundEnviron = "dirt";
	 character = "Empty";
	 soundHit = "soft_ground";
	 lucidity = 1;
	 grassCover = 0.03;
};
class dry_grass_Surface : Default
{	
	 files = "dry_grass*";
	 rough = 0.09;
	 maxSpeedCoef = 0.9;
	 dust = 0.5;
	 soundEnviron = "dirt";
	 character = "Empty";
	 soundHit = "soft_ground";
	 lucidity = 1;
	 grassCover = 0.03;
};	
class soil_Surface : Default
{	
	 files = "soil*";
	 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[] = {"grass_green"};
};
};

Layers Cfg:

class Layers
{
 class d22_wardak_concrete
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\concrete.rvmat";
 };
 class d22_wardak_dry_grass
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\dry_grass.rvmat";
 };
 class d22_wardak_rock
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\rock.rvmat";
 };
 class d22_wardak_grass_green
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\grass_green.rvmat";
 };
 class d22_wardak_soil
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\soil.rvmat";
 };
};

class Legend
{
 picture="projects\wardak\source\mapLegend.png";
 class Colors
 {
d22_wardak_concrete[]={{0,0,0}};
d22_wardak_dry_grass[]={{255,0,0}};
d22_wardak_rock[]={{120,120,120}};
d22_wardak_grass_green[]={{0,255,0}};
d22_wardak_soil[]={{255,255,0}};
 };
};

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Ok there are still issues as you are using the same class names that are present in game at the moment. You need to put your own Tag to them so the configs dont get confused.

CfgClutter - new example

class clutter
{
class d22_wardak_GrassGreen: DefaultClutter
		{
			model = "A3\plants_f\Clutter\c_Grass_Green.p3d";
			affectedByWind = 1.0;
			swLighting = "true";
			scaleMin = 0.85;
			scaleMax = 1.0;
			surfaceColor[] = {0.431,0.475,0.267};
};
};

You need to make everything unique to you. So the class names have to represent your projects only an d cannot be mistaken for other already in use.

CfgSurface - new

class d22_wardak_grass_green_Surface : Default
{	
	 files = "d22_wardak_grass_green*";
	 rough = 0.09;
	 maxSpeedCoef = 0.9;
	 dust = 0.15;
	 soundEnviron = "grass";
	 character = "d22_wardak_green_grass_Character";
	  soundHit = "soft_ground";
	  lucidity = 4;
	  grassCover = 0.05;
	  impact = "hitGroundSoft";
	surfaceFriction = 1.7;
};

class CfgSurfaceCharacters
{
class d22_wardak_green_grass_Character
{
	probability[] = {0.74,0.02,0.19,0.04};
	names[] = {"d22_wardak_GrassGreen","d22_wardak_ThistleThornGreen","d22_wardak_ThistleThornGreenSmall","d22_wardak_FlowerLowYellow2"};
};
};

Again everything has to be unique to you so its good practice to use YourTag(d22)_YourProject(wardak)_Item. Watch your probability too it should not exceed 1, ideally keep it to 0.99 or less

Layers.cfg - new

class layers
{
 class d22_wardak_grass_green
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_grass_green.rvmat";
};
}; 

Unforunately This is the tedious part where you have to go back through your data file and change all your items to the same format. In your case it will be d22_wardak_xxxx

And follow this through the whole configs.

If you are still stuck drop me a PM and I will send you my configs. Although Im having issues myself as Im only getting 3 sets of clutter showing instead of 4

---------- Post added at 20:14 ---------- Previous post was at 20:03 ----------

Just seen your post in the Addons section Drifter.

CaptNCaps youtube tutorial can get you started but there are errors in his configs. I found out the hard way too.

If you can work your way through The Atlas tutorial by Jakerod you will see the errors and work out how to correct them.

There are others on this section far more experienced than me when it comes to map making. Bushlurker who now makes maps for a living and then comes home and does it for fun too (mad Scotsman lol), Jakerod (of Atlas Tut fame), M1lkman, etc

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Ok there are still issues as you are using the same class names that are present in game at the moment. You need to put your own Tag to them so the configs dont get confused.

CfgClutter - new example

class clutter
{
class d22_wardak_GrassGreen: DefaultClutter
		{
			model = "A3\plants_f\Clutter\c_Grass_Green.p3d";
			affectedByWind = 1.0;
			swLighting = "true";
			scaleMin = 0.85;
			scaleMax = 1.0;
			surfaceColor[] = {0.431,0.475,0.267};
};
};

You need to make everything unique to you. So the class names have to represent your projects only an d cannot be mistaken for other already in use.

CfgSurface - new

class d22_wardak_grass_green_Surface : Default
{	
	 files = "d22_wardak_grass_green*";
	 rough = 0.09;
	 maxSpeedCoef = 0.9;
	 dust = 0.15;
	 soundEnviron = "grass";
	 character = "d22_wardak_green_grass_Character";
	  soundHit = "soft_ground";
	  lucidity = 4;
	  grassCover = 0.05;
	  impact = "hitGroundSoft";
	surfaceFriction = 1.7;
};

class CfgSurfaceCharacters
{
class d22_wardak_green_grass_Character
{
	probability[] = {0.74,0.02,0.19,0.04};
	names[] = {"d22_wardak_GrassGreen","d22_wardak_ThistleThornGreen","d22_wardak_ThistleThornGreenSmall","d22_wardak_FlowerLowYellow2"};
};
};

Again everything has to be unique to you so its good practice to use YourTag(d22)_YourProject(wardak)_Item. Watch your probability too it should not exceed 1, ideally keep it to 0.99 or less

Layers.cfg - new

class layers
{
 class d22_wardak_grass_green
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_grass_green.rvmat";
};
}; 

Unforunately This is the tedious part where you have to go back through your data file and change all your items to the same format. In your case it will be d22_wardak_xxxx

And follow this through the whole configs.

If you are still stuck drop me a PM and I will send you my configs. Although Im having issues myself as Im only getting 3 sets of clutter showing instead of 4

---------- Post added at 20:14 ---------- Previous post was at 20:03 ----------

Just seen your post in the Addons section Drifter.

CaptNCaps youtube tutorial can get you started but there are errors in his configs. I found out the hard way too.

If you can work your way through The Atlas tutorial by Jakerod you will see the errors and work out how to correct them.

There are others on this section far more experienced than me when it comes to map making. Bushlurker who now makes maps for a living and then comes home and does it for fun too (mad Scotsman lol), Jakerod (of Atlas Tut fame), M1lkman, etc

Ok thanks :D I went through so many of these other guys posts and non of them worked, I will try this now and PM you if anything worked. Thanks for your help a ton, will get in touch soon.

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Still no luck with the clutter at all :(

I seriously need help with this, as greyhound is trying his best with letting me try out his configs, which I appreciate and below are my configs, the Layers.cfg layout was his but I changed things to my file names and directories.

Layers.cfg

class Layers
{
 class d22_wardak_grass_green
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_grass_green.rvmat";
 };
 class d22_wardak_dry_grass
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_dry_grass.rvmat";
 };
 class d22_wardak_soil
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_soil.rvmat";
 };
class d22_wardak_rock
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_rock.rvmat";
 };
class d22_wardak_concrete
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "projects\wardak\data\d22_wardak_concrete.rvmat";
 };
};

class Legend
{
 picture="projects\wardak\source\mapLegend.png";
 class Colors
 {
d22_wardak_grass_green[]={{0,255,0}};
d22_wardak_dry_grass[]={{255,0,0}};
d22_wardak_soil[]={{255,255,0}};
d22_wardak_rock[]={{120,120,120}};
d22_wardak_concrete[]={{0,0,0}};
 };
};

CfgClutter

class Clutter	
{
  class d22_wardak_GrassGreen: DefaultClutter
 	{
	model = "ca\plants_E\Clutter\c_GrassGreen_EP1.p3d";
	affectedByWind = 0.7;
	swLighting =  1;
	scaleMin = 0.85;
	scaleMax = 1.1;
};
  class d22_wardak_GrassDry: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_StrGrassDry.p3d";
	affectedByWind = 0.5;
	swLighting = "true";
	scaleMin = 0.8;
	scaleMax = 1.2;
};
  class d22_wardak_GrassDryGroup: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d";
	affectedByWind = 0.65;
	swLighting = "true";
	scaleMin = 0.65;
	scaleMax = 1.0;
};
  class d22_wardak_GrassDryMediumGroup: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d";
	affectedByWind = 0.7;
	swLighting = "true";
	scaleMin = 0.8;
	scaleMax = 1.0;
};
  class d22_wardak_WeedBrownTallGroup: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d";
	affectedByWind = 0.3;
	swLighting = "true";
	scaleMin = 0.9;
	scaleMax = 1.25;
};
  class d22_wardak_WeedGreenTall: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d";
	affectedByWind = 0.3;
	swLighting = "true";
	scaleMin = 0.8;
	scaleMax = 1.2;
};
  class d22_wardak_FlowerLowYellow2: DefaultClutter
{
	model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d";
	affectedByWind = 0.4;
	swLighting = "true";
	scaleMin = 0.6;
	scaleMax = 1.0;
};

};

CfgSurfaces

 class CfgSurfaces 
{
class Default {};
class d22_wardak_GreenGrass : Default
{	
	files = "d22_wardak_grass_green*";//THIS IS CASE SENSITIVE!!!!111eleven
	rough = 0.2;
	dust = 0.01;
	soundHit = "soft_ground";
	soundEnviron = "grass";
	character = "d22_wardak_GreenGrass_Character";
};
};

class CfgSurfaceCharacters
{	
class d22_wardak_GreenGrass_Character
 	{
	probability[]={0.6};
	names[]={"d22_wardak_GrassGreen"};
 	};
};

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Found the issue with my wild_grass clutter .. I had missed 2 ';' on the surfaces coding :/ But it all works now for me Drifter :D

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Problem solved, it was a Config.cpp error. Thanks to Greyhound for the help.

Close topic please :)

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Just popping in here to point out if you were using pboproject you would have found out before needing to create this thread :)

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