alezil 12 Posted August 13, 2015 Hi everyone. First of all, i must say that my native language is not English, so...sorry for the mistake i m making. Now, to the point: I started to make a custom terrain following CAPTNCAPS tutorial: https://www.youtube.com/playlist?list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5 Most of the files I edited as show on the video, and used the given templates. With some difficulty I managed to make a simple map, but I cannot make the Clutter to appear on game (they don’t show on bulldozer, but apparently this is normal).I tried some of the workarounds that I see here in the forum, but apparently my problem must been specific. Config.cpp //////////////////////////////////////////////////////////////////////DeRap: Produced from mikero's Dos Tools Dll version 4.88//Wed Dec 31 20:29:17 2014 : Source 'file' date Wed Dec 31 20:29:17 2014//http://dev-heaven.net/projects/list_files/mikero-pbodll////////////////////////////////////////////////////////////////////#define _ARMA_ //IMPORTANT!!//Class map_stratis : config.bin{class CfgPatches{class MPJ_Poland //Look it up here: https://sites.google.com/site/islandconfigs/home{units[] = {"MPJ_Poland"}; //not sure if it must be filled, as Stratis didn't, but A2 Maps did...weapons[] = {};requiredVersion = 0.1;requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"};author = "Marcos P."; //Author Name (this entry exists twice!)mail = "lll@gmail.com";};};class CfgVehicles{}; //I think useless in ArmA3class CfgWorlds{class DefaultWorld{cutscenes[] = {""}; //plays in main menu (this entry exists twice!)class Weather{class Overcast;};};class CAWorld: DefaultWorld{class Grid{};class DayLightingBrightAlmost;class DayLightingRainy;class DefaultClutter;class Weather: Weather{class Lighting;class Overcast: Overcast{class Weather1;class Weather2;class Weather3;class Weather4;class Weather5;class Weather6;};};};class DefaultLighting;class MPJ_Poland: CAWorld{hazeDistCoef = 0.1; //??hazeFogCoef = 0.98; //??hazeBaseHeight = 150; //??hazeBaseBeta0 = 6e-005; //??hazeDensityDecay = 0.0006; //??horizonParallaxCoef = 0.045; //??horizonFogColorationStart = "0.8f"; //??skyFogColorationStart = "0.7f"; //??soundMapSizeCoef = 4; //??satelliteNormalBlendStart = 10; //?when satellite and HD texture blend?satelliteNormalBlendEnd = 100; //?when satellite and HD texture blend?skyObject = "A3\Map_Stratis\data\obloha.p3d"; //skybox object, don't touchhorizontObject = "A3\Map_Stratis\data\horizont.p3d"; //??skyTexture = "A3\Map_Stratis\data\sky_semicloudy_sky.paa"; //Not sure, because ArmA uses Simulweather, which brings it's own, dynamic sky stuff...skyTextureR = "A3\Map_Stratis\data\sky_semicloudy_lco.paa"; //~access = 3; //unknown, leave 3 setworldId = 1337; //unknown, change to any number you likecutscenes[] = {""}; //plays in main menudescription = "Kujawsko-Pomorskie, Poland"; //Shown as name when choosing Islandicon = ""; //Icon in front of Island NameworldName = "\MPJ\Omaha\Omaha.wrp"; //path to your WRP filepictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; //Editor PicturepictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; //Loadingscreen PictureplateFormat = "AS$-####"; //unknownplateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //unknownauthor = "Marcos P"; //AuthormapSize = 2048; //probably the same number as your terrain image sizemapZone = 35; //unknownlongitude = 18.28; //west is negative!!latitude = -57.29; //south is positive!!elevationOffset = 0;//raise the whole map? not sure if waterlevel changes (heightmap 23m above sea ; IRL 123m above sea ; offset 100m)envTexture = "A3\Data_f\env_land_ca.tga"; //reflection image, you probably want to change this, so it's not greece anymore...newRoadsShape = "\MPJ\Omaha\data\roads\roads.shp"; //roads file!class OutsideTerrain //so-called "Debug" area of ArmA#include "cfgClutter.h"class Names //City Names{#include "Omaha.hp"};safePositionAnchor[] = {3874.47,4093.64}; //??safePositionRadius = 1900; //??loadingTexts[] = {"Poland, always poland", "Russia is here...again"}; //Loading Texts};initWorld = "MPJ_Poland";//??demoWorld = "MPJ_Poland";//??};class CfgWorldList//??{class MPJ_Poland{};};//};#include "cfgSurfaces.h" CFG Surface class CfgSurfaces {class Default {};class CMPJ_grass_green_surface : Default{files = "MPJ_grass_green_*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "grass_green_Character";soundHit = "soft_ground";};class CMPJ_forest_pine_surface : Default{files = "MPJ_forest_pine_*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "forest_pine_Character";soundHit = "soft_ground";};class CMPJ_mud_surface : Default{files = "MPJ_mud_*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "mud_Character";soundHit = "soft_ground";};class CMPJ_soil_surface : Default{files = "MPJ_soil_*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "soil_Character";soundHit = "soft_ground";};class CMPJ_wild_grass_surface : Default{files = "MPJ_wild_grass_*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "wild_grass_Character";soundHit = "soft_ground";};};class CfgSurfaceCharacters{class grass_green_Character{probability[]={0.99, 0.99};names[]={"CMPJ_Grass_Green", "CMPJ_Flower1"};};class forest_pine_Character{probability[]={0.99, 0.99};names[]={"CMPJ_Grass_Green", "CMPJ_Flower1"};};class mud_Character{probability[]={0.99, 0.99};names[]={"CMPJ_Grass_Green", "CMPJ_Flower1"};};class soil_Character{probability[]={0.99, 0.99};names[]={"CMPJ_Grass_Green", "CMPJ_Flower1"};};class wild_grass_Character{probability[]={0.99, 0.99};names[]={"CMPJ_Grass_Green", "CMPJ_Flower1"};};}; Clutter class Clutter {class CMPJ_Grass_Green: DefaultClutter{model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";affectedByWind = 0.6;swLighting = "true";scaleMin = 0.7;scaleMax = 1.0;};class CMPJ_Flower1: DefaultClutter{model = "A3\plants_f\Clutter\c_Flower_Medium_White1.p3d";affectedByWind = 0.6;swLighting = "true";scaleMin = 0.7;scaleMax = 1.0;};}; And Layers Config: class Layers{class grass_green{texture = "MPJ\Omaha\data\MPJ_grass_green_co.paa";material = "MPJ\Omaha\data\MPJ_grass_green.rvmat";};class mud{texture = "MPJ\Omaha\data\MPJ_mud_co.paa";material = "MPJ\Omaha\data\MPJ_mud.rvmat";};class pine{texture = "MPJ\Omaha\data\MPJ_forest_pine_co.paa";material = "MPJ\Omaha\data\MPJ_forest_pine.rvmat";};class wild_grass{texture = "MPJ\Omaha\data\MPJ_wild_grass_co.paa";material = "MPJ\Omaha\data\MPJ_wild_grass.rvmat";};class soil{texture = "MPJ\Omaha\data\MPJ_soil_co.paa";material = "MPJ\Omaha\data\MPJ_soil.rvmat";};};class Legend{picture="MPJ\Omaha\source\mapLegend.png";class Colors{grass_green[]={{0,255,0}};mud[]={{255,255,0}};pine[]={{255,0,0}};wild_grass[]={{0,0,255}};soil[]={{255,0,255}};};}; Ah! And I used capital letters on the paths and some names: "MPJ\Omaha\data\MPJ_soil.rvmat"; Can this cause problems?And Last, but not least: When I exit the map on the editor I get the following message: No entry bin\configbin/cfgworlds.Omaha.Thanks. Share this post Link to post Share on other sites
alezil 12 Posted August 13, 2015 UpdateRemoved underscore in Cfg Surfaces in places like: "wild_grass_*" and "mud_*". Now i have something like " wild_grass*". Changed extensions back to original parameters: .h, .hp to .hpp. No more: "No entry bin\configbin/cfgworlds.Omaha." Error (the correct omaha.hpp is loaded, not the omaha.hp before linked) . Changed probability[]={0.99, 0.99}; to probability[]={0.64, 0.27}; <-- Now, the maxium is less than 1 (0.64+0,27 = 0.91)Checked this parameters on config as bushlurker suggets in other topic: clutterGrid = 1.5; clutterDist = 125; noDetailDist = 65; fullDetailDist = 15;Seens to be ok. Removed all Capital Letters in the diretories names, files and paths.Removed space in places like "{"CMPJ_Grass_Green", "CMPJ_Flower1"};" Cfg surface. Changed "texture =" section on layers config to ""; as CAPTNCAPS suggests on the tutorial <- Still, not work Changed "texture =" section on layers config to ""; as to #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); <- Still, not work Still, no Clutter. Share this post Link to post Share on other sites
alezil 12 Posted August 13, 2015 So... i tried for 6 hours... no success.I am posting here the updates made in the configs... in the post above theres a list of what i changed.Config.ccp //////////////////////////////////////////////////////////////////////DeRap: Produced from mikero's Dos Tools Dll version 4.88//Wed Dec 31 20:29:17 2014 : Source 'file' date Wed Dec 31 20:29:17 2014//http://dev-heaven.net/projects/list_files/mikero-pbodll////////////////////////////////////////////////////////////////////#define _ARMA_ //IMPORTANT!!//Class map_stratis : config.bin{class CfgPatches{class mpj_poland //Look it up here: https://sites.google.com/site/islandconfigs/home{units[] = {"mpj_poland"}; //not sure if it must be filled, as Stratis didn't, but A2 Maps did...weapons[] = {};requiredVersion = 0.1;requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"};author = "Marcos P."; //Author Name (this entry exists twice!)mail = "marcosp.dejesus@gmail.com";};};class CfgVehicles{}; //I think useless in ArmA3class CfgWorlds{class DefaultWorld{cutscenes[] = {""}; //plays in main menu (this entry exists twice!)class Weather{class Overcast;};};class CAWorld: DefaultWorld{class Grid{};class DayLightingBrightAlmost;class DayLightingRainy;class DefaultClutter;class Weather: Weather{class Lighting;class Overcast: Overcast{class Weather1;class Weather2;class Weather3;class Weather4;class Weather5;class Weather6;};};};class DefaultLighting;class mpj_poland: CAWorld{dynLightMinBrightnessAmbientCoef = 0.5;dynLightMinBrightnessAbsolute = 0.05;class Sea{seaTexture = "a3\data_f\seatexture_co.paa";seaMaterial = "#water";shoreMaterial = "#shore";shoreFoamMaterial = "#shorefoam";shoreWetMaterial = "#shorewet";WaterMapScale = 20;WaterGrid = 50;MaxTide = 0;MaxWave = 0.25;SeaWaveXScale = "2.0/50";SeaWaveZScale = "1.0/50";SeaWaveHScale = 1.0;SeaWaveXDuration = 5000;SeaWaveZDuration = 10000;};class Underwater{noWaterFog = -0.001;fullWaterFog = 0.001;deepWaterFog = 200;waterFogDistanceNear = 10;waterFogDistance = 40;waterColor[] = {0.04,0.16,0.22};deepWaterColor[] = {0.0,0.001,0.009};surfaceColor[] = {0.04,0.16,0.22};deepSurfaceColor[] = {0.0,0.001,0.009};};class SeaWaterShaderPars{refractionMoveCoef = 0.03;minWaterOpacity = 0.0;waterOpacityDistCoef = 0.4;underwaterOpacity = 0.5;waterOpacityFadeStart = 60;waterOpacityFadeLength = 120;};startWeather = 0.3; //sets weather when opening map in editorstartFog = 0.0; //sets fog value when opening map in editor | same as fog slider in editor (probably)forecastWeather = 0.3; //sets forecast when opening map in editorforecastFog = 0.0;//~startFogBase = 0.0;//~forecastFogBase = 0.0;//~startFogDecay = 0.013;//~forecastFogDecay = 0.013;//~fogBeta0Min = 0.0;//~fogBeta0Max = 0.05;//~class Lighting: DefaultLighting //Too much D: (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-lighting-weather){groundReflection[] = {0.132,0.133,0.122};moonObjectColorFull[] = {550,500,450,1.0};moonHaloObjectColorFull[] = {20,20,20,0.5};moonsetObjectColor[] = {275,250,225,1.0};moonsetHaloObjectColor[] = {10,10,10,0.25};class ThunderBoltLight{diffuse[] = {2120,2170,8550};ambient[] = {0.001,0.001,0.001};intensity = 120000;class Attenuation{start = 0.0;constant = 0.0;linear = 0.0;quadratic = 1.0;};};starEmissivity = 30.0;};class DayLightingBrightAlmost: DayLightingBrightAlmost //as above{deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0};fullNight[] = {-5,{ 0.182,0.213,0.25 },{ 0.05,0.111,0.221 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.082,0.128,0.185 },{ 0.283,0.35,0.431 },0};sunMoon[] = {-3.75,{ 0.377,0.441,0.518 },{ 0.103,0.227,0.453 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.174,0.274,0.395 },{ 0.582,0.72,0.887 },0.5};earlySun[] = {-2.5,{ 0.675,0.69,0.784 },{ 0.22,0.322,0.471 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.424,0.549,0.745 },{ 0.698,0.753,0.894 },1};sunrise[] = {0,{ 0.675,0.69,0.784 },{ 0.478,0.51,0.659 },{ 0.2,0.19,0.07 },{ 0.124,0.161,0.236 },{ { 0.847,0.855,0.965 },0.2 },{ { 0.933,0.949,0.996 },2 },1};earlyMorning[] = {3,{ { 0.844,0.61,0.469 },0.8 },{ 0.424,0.557,0.651 },{ { 1,0.45,0.2 },1 },{ 0.12,0.26,0.38 },{ { 0.428,0.579,0.743 },2 },{ { 0.844,0.61,0.469 },2.7 },1};midMorning[] = {8,{ { 0.822,0.75,0.646 },3.8 },{ { 0.383,0.58,0.858 },1.3 },{ { 1.3,0.9,0.61 },2.8 },{ { 0.12,0.18,0.28 },0.5 },{ { 0.322,0.478,0.675 },3.5 },{ { 1.0,0.929,0.815 },4.7 },1};morning[] = {16,{ { 1,0.95,0.91 },12.2 },{ { 0.12,0.18,0.28 },9.2 },{ { 1,0.95,0.91 },11.2 },{ { 0.12,0.18,0.28 },8.5 },{ { 0.14,0.18,0.24 },11.0 },{ { 0.5,0.6,0.9 },13.2 },1};noon[] = {45,{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.5,0.64,1.0 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1,0.5,0.4,0.5,0.4};};class DayLightingRainy: DayLightingRainy //as above{deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0};fullNight[] = {-5,{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.01,0.01,0.02 },{ 0.08,0.06,0.06 },0};sunMoon[] = {-3.75,{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.035,0.04 },{ 0.11,0.08,0.09 },0.5};earlySun[] = {-2.5,{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.08,0.07,0.08 },{ 0.14,0.1,0.12 },0.5};earlyMorning[] = {3,{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+4" },{ { 1,1,1 },"(-4)+5.5" },1};morning[] = {16,{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+7" },{ { 1,1,1 },"(-4)+8" },1};lateMorning[] = {25,{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+12" },{ { 1,1,1 },"(-4)+12.75" },1};noon[] = {45,{ { 1,1,1 },10.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },8.0 },{ { 0.5,0.64,1 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1};};class Lighting: Lighting{class BrightAlmost: DayLightingBrightAlmost{overcast = 0.0;};class Rainy: DayLightingRainy{overcast = 1.0;};};class Overcast: Overcast{class Weather1: Weather1{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_veryclear_lco.paa";horizon = "A3\Map_Stratis\Data\sky_veryclear_horizont_sky.paa";};class Weather7: Weather1{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_clear_lco.paa";horizon = "A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";};class Weather2: Weather2{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_almostclear_lco.paa";horizon = "A3\Map_Stratis\Data\sky_almostclear_horizont_sky.paa";};class Weather3: Weather3{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_semicloudy_lco.paa";horizon = "A3\Map_Stratis\Data\sky_semicloudy_horizont_sky.paa";};class Weather4: Weather4{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_cloudy_lco.paa";horizon = "A3\Map_Stratis\Data\sky_cloudy_horizont_sky.paa";};class Weather5: Weather5{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_mostlycloudy_lco.paa";horizon = "A3\Map_Stratis\Data\sky_mostlycloudy_horizont_sky.paa";};class Weather6: Weather6{sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";skyR = "A3\Map_Stratis\Data\sky_overcast_lco.paa";horizon = "A3\Map_Stratis\Data\sky_overcast_horizont_sky.paa";};};};humidityUpCoef = 0.1;humidityDownCoef = 0.05;class SimulWeather{noiseTexture = "a3\data_f\noise_raw.paa";numKeyframesPerDay = 48;windSpeedCoef = "10.0f";moonIrradianceCoef = "10.0f";fadeMaxDistanceKm = 1000.0;fadeMaxAltitudeKm = 15.0;fadeNumAltitudes = 8;fadeNumElevations = 8;fadeNumDistances = 8;fadeEarthTest = 1;autoBrightness = 0;autoBrightnessStrength = 0.1;cloudGridWidth = 64;cloudGridLength = 64;cloudGridHeight = 16;helperGridElevationSteps = 24;helperGridAzimuthSteps = 15;helperEffectiveEarthRadius = 160000;helperCurvedEarth = 1;helperAdjustCurvature = 0;helperNumLayers = 120;helperMaxDistance = 160000;helperNearCloudFade = 0.1;helperChurn = 10;cloudWidth = 40000;cloudLength = 40000;wrapClouds = 1;noiseResolution = 8;noisePeriod = 4.0;opticalDensity = 1.5;alphaSharpness = 0.5;selfShadowScale = 0.05;mieAsymmetry = 0.87;minimumLightElevationDegrees = 1.0;directLightCoef = 0.25;indirectLightCoef = 0.025;fogStart = 0;fogEnd = 2000;fogHeight = 2000;class DefaultKeyframe{rayleigh[] = {0.00749,0.01388,0.02878};mie[] = {0.0046,0.0046,0.0046};haze = 30;hazeBaseKm = 5.0;hazeScaleKm = 1.0;hazeEccentricity = 1;brightnessAdjustment = 1.0;cloudiness = 0.6;cloudBaseKm = 0.85;cloudHeightKm = 8.0;directLight = 0.4;indirectLight = 1.0;ambientLight = 3.0;noiseOctaves = 5;noisePersistence = 1.0;fractalAmplitude = 2.8;fractalWavelength = 190.0;extinction = 5.0;diffusivity = 0.001;};class Overcast{class Weather1: DefaultKeyframe{overcast = 0.0;cloudiness = 0.0;seqFileKeyframe = 0;};class Weather2: DefaultKeyframe{overcast = 0.2;cloudiness = 0.3;diffusivity = 0.5;seqFileKeyframe = 0;};class Weather3: DefaultKeyframe{overcast = 0.4;cloudiness = 0.3;seqFileKeyframe = 3;};class Weather4: DefaultKeyframe{overcast = 0.5;cloudiness = 0.4;seqFileKeyframe = 4;};class Weather5: DefaultKeyframe{overcast = 0.8;cloudiness = 0.9;seqFileKeyframe = 5;};class Weather6: DefaultKeyframe{overcast = 1.0;cloudiness = 1.0;seqFileKeyframe = 7;};};};hazeDistCoef = 0.1; //??hazeFogCoef = 0.98; //??hazeBaseHeight = 150; //??hazeBaseBeta0 = 6e-005; //??hazeDensityDecay = 0.0006; //??horizonParallaxCoef = 0.045; //??horizonFogColorationStart = "0.8f"; //??skyFogColorationStart = "0.7f"; //??soundMapSizeCoef = 4; //??satelliteNormalBlendStart = 10; //?when satellite and HD texture blend?satelliteNormalBlendEnd = 100; //?when satellite and HD texture blend?skyObject = "A3\Map_Stratis\data\obloha.p3d"; //skybox object, don't touchhorizontObject = "A3\Map_Stratis\data\horizont.p3d"; //??skyTexture = "A3\Map_Stratis\data\sky_semicloudy_sky.paa"; //Not sure, because ArmA uses Simulweather, which brings it's own, dynamic sky stuff...skyTextureR = "A3\Map_Stratis\data\sky_semicloudy_lco.paa"; //~access = 3; //unknown, leave 3 setworldId = 1337; //unknown, change to any number you likecutscenes[] = {""}; //plays in main menudescription = "Kujawsko-Pomorskie, Poland"; //Shown as name when choosing Islandicon = ""; //Icon in front of Island NameworldName = "\mpj\omaha\omaha.wrp"; //path to your WRP filepictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; //Editor PicturepictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; //Loadingscreen PictureplateFormat = "AS$-####"; //unknownplateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //unknownauthor = "Marcos P"; //AuthormapSize = 2048; //probably the same number as your terrain image sizemapZone = 35; //unknownlongitude = 18.28; //west is negative!!latitude = -57.29; //south is positive!!elevationOffset = 0;//raise the whole map? not sure if waterlevel changes (heightmap 23m above sea ; IRL 123m above sea ; offset 100m)envTexture = "A3\Data_f\env_land_ca.tga"; //reflection image, you probably want to change this, so it's not greece anymore...newRoadsShape = "\mpj\omaha\data\roads\roads.shp"; //roads file!class OutsideTerrain //so-called "Debug" area of ArmA{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; //grid offset from maps edgesoffsetY = 8192;class Zoom1 //Different Grid When Zooming in/out{zoomMax = 0.2; //Very Zoomed Informat = "XY";formatX = "000"; //Shown on border of map, to determine grid (can also be Aaa)formatY = "000"; //Shown on border of map, to determine grid (can also be Aaa)stepX = 100; //100m Grid?stepY = -100; //100m grid?};class Zoom2{zoomMax = 0.95; //Zoomed in a littleformat = "XY";formatX = "00"; //Shown on border of map, to determine grid (can also be Aa)formatY = "00"; //Shown on border of map, to determine grid (can also be Aa)stepX = 1000; //1km grid?stepY = -1000; //1km grid?};class Zoom3{zoomMax = 1e+030; //completely zoomed outformat = "XY";formatX = "0"; //Shown on border of map, to determine grid (can also be A)formatY = "0"; //Shown on border of map, to determine grid (can also be A)stepX = 10000; //10km grid?stepY = -10000; //10km grid?};};startTime = "12:00"; //Time set when you load this Island in EditorstartDate = "6/7/2035"; //Date set when you load this Island in EditorcenterPosition[] = {2500,5650,1024}; //where the editor focuses on when you start the map (probably)seagullPos[] = {1024,150.0,1024}; //if player respawns as seagull??drawTaxiway = 1;ilsPosition[] = {15761,30855}; //Airport positionilsDirection[] = {0.34,0.08,0.76}; //Airport "rotation"ilsTaxiOff[] = {14855,30855,14834,27951,15025,27784,15480,27747,15600,27910,15646,28136}; //Taxiway Waypoints when LandingilsTaxiIn[] = {15606,29017,15520,29145,15391,29201,15275,29204,15081,29176,14855,30855}; //Taxiway Waypoints when Taking Offclass ReplaceObjects{};//??class Sounds//??{sounds[] = {};};class Animation//??{vehicles[] = {};};clutterGrid = 1.5; //not sure, I think lower number needs better pc, just don't touchclutterDist = 125; //Max Distance to see grass (in meters)noDetailDist = 65; //not quite surefullDetailDist = 15; //probably how far you see HD ground texturesmidDetailTexture = "A3\Map_Data\middle_mco.paa"; //I'd just leave itminTreesInForestSquare = 4;//??minRocksInRockSquare = 4;//??class Subdivision //Subdivision of Terrain Mesh (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-subdivision-ambient){class Fractal{rougness = 5; //texture roughness factormaxRoad = 0.02; //max. value for squares containing roadmaxTrack = 0.5; //max. value for squares containing trackmaxSlopeFactor = 0.05;//max. coeficient depending on slope};class WhiteNoise{rougness = 2;maxRoad = 0.01;maxTrack = 0.05;maxSlopeFactor = 0.0025;};minY = -0.0;//do not divide surfaces that are under given limitminSlope = 0.02;//do not divide flat surfaces};class Ambient{}; //useless in A3 I guess, leave in just in caseclass AmbientA3 //basically where animals etc. show up (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-subdivision-ambient){maxCost = 500;class Radius440_500{areaSpawnRadius = 440.0;areaMaxRadius = 500.0;spawnCircleRadius = 30.0;spawnInterval = 4.7;class Species{class Kestrel_random_F{maxCircleCount = "((1 - night) * 2 * (1 - (WaterDepth interpolate [1,30,0,1])) + (2 * (hills))) * (1 - night)";maxWorldCount = 4;cost = 3;spawnCount = 1;groupSpawnRadius = 10;maxAlt = 200;minAlt = -10;};class Seagull{maxCircleCount = "((sea * (1 - night)) + (2 * houses * sea)) * (1 - night)";maxWorldCount = 8;cost = 3;spawnCount = 1;groupSpawnRadius = 10;maxAlt = 200;minAlt = -10;};class Rabbit_F{maxCircleCount = "(20 * (0.1 - houses)) * (1 - sea)";maxWorldCount = 4;cost = 5;spawnCount = 1;groupSpawnRadius = 10;maxAlt = 80;minAlt = -5;};};};class Radius40_60{areaSpawnRadius = 50.0;areaMaxRadius = 83.0;spawnCircleRadius = 10.0;spawnInterval = 1.5;class Species{class CatShark_F{maxCircleCount = "(4 * (WaterDepth interpolate [1,30,0,1]))";maxWorldCount = 10;cost = 6;spawnCount = 1;groupSpawnRadius = 10;maxAlt = 10;minAlt = -80;};class Turtle_F{maxCircleCount = "(2 * (waterDepth interpolate [1,16,0,1]) * ((1-houses) * (1-houses)))";maxWorldCount = 6;cost = 5;spawnCount = 1;groupSpawnRadius = 10;maxAlt = 10;minAlt = -80;};class Snake_random_F{maxCircleCount = "(1 - houses) * ((2 * (1 - sea)) + (2 * (meadow)))";maxWorldCount = 3;cost = 5;spawnCount = 1;groupSpawnRadius = 5;maxAlt = 40;minAlt = -5;};class Salema_F{maxCircleCount = "(12 * ((WaterDepth interpolate [1,30,0,1]) + 0.07))";maxWorldCount = 40;cost = 5;spawnCount = 2;groupSpawnRadius = 5;maxAlt = 10;minAlt = -80;};class Ornate_random_F{maxCircleCount = "(12 * ((WaterDepth interpolate [1,30,0,1]) + 0.05))";maxWorldCount = 30;cost = 5;spawnCount = 3;groupSpawnRadius = 5;maxAlt = 10;minAlt = -80;};class Mackerel_F{maxCircleCount = "(8 * ((WaterDepth interpolate [1,30,0,1]) + 0.07))";maxWorldCount = 14;cost = 5;spawnCount = 2;groupSpawnRadius = 5;maxAlt = 10;minAlt = -80;};class Mullet_F{maxCircleCount = "(8 * ((WaterDepth interpolate [1,30,0,1]) + 0.07))";maxWorldCount = 14;cost = 5;spawnCount = 2;groupSpawnRadius = 5;maxAlt = 10;minAlt = -80;};class Tuna_F{maxCircleCount = "(8 * ((WaterDepth interpolate [1,30,0,1]) - 0.2))";maxWorldCount = 10;cost = 5;spawnCount = 2;groupSpawnRadius = 5;maxAlt = 10;minAlt = -80;};};};class Radius30_40{areaSpawnRadius = 30.0;areaMaxRadius = 40.0;spawnCircleRadius = 3.0;spawnInterval = 3.75;class Species{class DragonFly{maxCircleCount = "4 * (1 - night) * (1 - (WaterDepth interpolate [1,30,0,1])) * sea * (1 - windy)";maxWorldCount = 4;cost = 1;spawnCount = 1;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};class ButterFly_random{maxCircleCount = "3 * (1 - night) * (1 - (WaterDepth interpolate [1,30,0,1])) * (1 - windy)";maxWorldCount = 6;cost = 1;spawnCount = 3;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};class FireFly{maxCircleCount = "(6 * night) * (1 - sea) * (1 - houses) * (1 - windy)";maxWorldCount = 20;cost = 1;spawnCount = 3;groupSpawnRadius = 3;maxAlt = 30;minAlt = -5;};class Cicada{maxCircleCount = "(4 * night) * (1 - sea) * (1 - windy)";maxWorldCount = 6;cost = 1;spawnCount = 3;groupSpawnRadius = 3;maxAlt = 30;minAlt = -5;};};};class Radius15_20{areaSpawnRadius = 15.0;areaMaxRadius = 20.0;spawnCircleRadius = 2.0;spawnInterval = 2.85;class Species{class FxWindGrass1{maxCircleCount = "2 * (1 - (WaterDepth interpolate [1,30,0,1])) * (windy interpolate [0.1,0.25,0,1])";maxWorldCount = 3;cost = 1;spawnCount = 3;groupSpawnRadius = 2.5;maxAlt = 30;minAlt = -5;};class FxWindGrass2{maxCircleCount = "2 * (1 - (WaterDepth interpolate [1,30,0,1])) * (windy interpolate [0.1,0.25,0,1])";maxWorldCount = 3;cost = 1;spawnCount = 3;groupSpawnRadius = 2.5;maxAlt = 30;minAlt = -5;};class FxWindLeaf1{maxCircleCount = "2 * (trees + 0.5) * (windy interpolate [0.1,0.25,0,1])";maxWorldCount = 3;cost = 1;spawnCount = 3;groupSpawnRadius = 2.5;maxAlt = 30;minAlt = -5;};class FxWindLeaf2{maxCircleCount = "2 * (trees + 0.5) * (windy interpolate [0.1,0.25,0,1])";maxWorldCount = 3;cost = 1;spawnCount = 3;groupSpawnRadius = 2.5;maxAlt = 30;minAlt = -5;};class FxWindLeaf3{maxCircleCount = "2 * (trees + 0.5) * (windy interpolate [0.1,0.25,0,1])";maxWorldCount = 3;cost = 1;spawnCount = 3;groupSpawnRadius = 2.5;maxAlt = 30;minAlt = -5;};class FxWindPollen1{maxCircleCount = "(3 * (1 - (WaterDepth interpolate [1,30,0,1]))) * (windy interpolate [0.05,0.15,0,1])";maxWorldCount = 6;cost = 1;spawnCount = 1;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};class FxWindPaper1{maxCircleCount = "(4 * (1 - (WaterDepth interpolate [1,30,0,1])) * houses) * windy";maxWorldCount = 2;cost = 1;spawnCount = 1;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};class FxWindPlastic1{maxCircleCount = "(4 * (1 - (WaterDepth interpolate [1,30,0,1])) * houses) * windy";maxWorldCount = 2;cost = 1;spawnCount = 1;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};};};class Radius6_10{areaSpawnRadius = 6.0;areaMaxRadius = 10.0;spawnCircleRadius = 1.0;spawnInterval = 0.1;class Species{class HoneyBee{maxCircleCount = "4 * (1 - night) * (1 - sea) * (1 - houses) * (1 - windy)";maxWorldCount = 8;cost = 1;spawnCount = 1;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};class HouseFly{maxCircleCount = "(3 + 3 * (houses)) * (1 - night) * (1 - (WaterDepth interpolate [1,30,0,1])) * (1 - windy)";maxWorldCount = 10;cost = 1;spawnCount = 3;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};class Mosquito{maxCircleCount = "3 * (1 - (WaterDepth interpolate [1,30,0,1])) * (1 - windy)";maxWorldCount = 2;cost = 1;spawnCount = 1;groupSpawnRadius = 1;maxAlt = 30;minAlt = -5;};};};};#include "cfgClutter.hpp"class Names //City Names{#include "omaha.hpp"};safePositionAnchor[] = {3874.47,4093.64}; //??safePositionRadius = 1900; //??loadingTexts[] = {"Poland, always Poland", "Russia is here...again"}; //Loading Texts};initWorld = "mpj_poland";//??demoWorld = "mpj_Poland";//??};class CfgWorldList//??{class mpj_poland{};};//};#include "cfgSurfaces.hpp" Layers Cfg class Layers{class grass_green{texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)material = "mpj\omaha\data\mpj_grass_green.rvmat";};class mud{texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)material = "mpj\omaha\data\mpj_mud.rvmat";};class pine{texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)material = "mpj\omaha\data\mpj_forest_pine.rvmat";};class wild_grass{texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)material = "mpj\omaha\data\mpj_wild_grass.rvmat";};class soil{texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)material = "mpj\omaha\data\mpj_soil.rvmat";};};class Legend{picture="mpj\omaha\source\mapLegend.png";class Colors{grass_green[]={{0,255,0}};mud[]={{255,255,0}};pine[]={{255,0,0}};wild_grass[]={{0,0,255}};soil[]={{255,0,255}};};}; Clutter Cfg class Clutter{class cmpj_Grass_Green: DefaultClutter{model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";affectedByWind = 0.6;swLighting = "true";scaleMin = 0.7;scaleMax = 1.0;};class cmpj_Flower1: DefaultClutter{model = "A3\plants_f\Clutter\c_Flower_Medium_White1.p3d";affectedByWind = 0.6;swLighting = "true";scaleMin = 0.7;scaleMax = 1.0;};}; And CfgSurfaces class CfgSurfaces{class Default {};class cmpj_grass_green_surface : Default{files = "MPJ_grass_green*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "grass_green_Character";soundHit = "soft_ground";};class cmpj_forest_pine_surface : Default{files = "MPJ_forest_pine*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "forest_pine_Character";soundHit = "soft_ground";};class cmpj_mud_surface : Default{files = "MPJ_mud*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "mud_Character";soundHit = "soft_ground";};class cmpj_soil_surface : Default{files = "MPJ_soil*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "soil_Character";soundHit = "soft_ground";};class cmpj_wild_grass_surface : Default{files = "MPJ_wild_grass*";rough = 0.1;dust = 0.05;maxSpeedCoef = 0.8;soundEnviron = "grass";character = "wild_grass_Character";soundHit = "soft_ground";};};class CfgSurfaceCharacters{class grass_green_Character{probability[]={0.64, 0.25};names[]={"cmpj_Grass_Green","cmpj_Flower1"};};class forest_pine_Character{probability[]={0.64, 0.25};names[]={"cmpj_Grass_Green","cmpj_Flower1"};};class mud_Character{probability[]={0.47, 0.25};names[]={"cmpj_Grass_Green","cmpj_Flower1"};};class soil_Character{probability[]={0.64, 0.25};names[]={"cmpj_Grass_Green","cmpj_Flower1"};};class wild_grass_Character{probability[]={0.44, 0.25};names[]={"cmpj_Grass_Green","cmpj_Flower1"};};}; Again... english is not my native language so sorry for any mistake i made writting this... I really learn all from video games.Anyway, seven hours since i start looking for a solution... no sucess.So, any help would be most welcome... Share this post Link to post Share on other sites
Richie 330 Posted August 13, 2015 In your cfgSurfaces you use capitals, in your layers.cfg you use lowercase, example : mpj\omaha\data\mpj_mud.rvmat files = "MPJ_mud*"; Try it and see :) 1 Share this post Link to post Share on other sites
alezil 12 Posted August 13, 2015 In your cfgSurfaces you use capitals, in your layers.cfg you use lowercase, example : mpj\omaha\data\mpj_mud.rvmat files = "MPJ_mud*"; Try it and see :) Oh! what another pair of eyes can do! uahuahauha As I said before "Removed all capital letters in the directory names and directories, files and paths." This was one of the first changes I made ... then I looked at the file for seven hours and did not notice this error, and probably would not notice him alone ... so thank you !! It is now finally working.I just can not express how grateful I am. So thanks again! Share this post Link to post Share on other sites
Richie 330 Posted August 13, 2015 Happy to help, good luck with your terrain project :) Share this post Link to post Share on other sites