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colddna

Clutter issues are killing my brain

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below i added my configs, but i just can not figure out why my shit is not showing up i narrowed it down to just one clutter and i have no idea anymore any help will be appreciated

 

 

http://pastebin.com/yaxRg0Fv clutter

http://pastebin.com/33kGjwLh layers

http://pastebin.com/AA4QsFuh surfaces

http://pastebin.com/zBqbtrCN config

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Says page removed. I had this before, think it was due to upper case in surfaces...

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In your layers you don't need to put the rgb colours in the top bit.

 

You have

        texture = #(rgb,243,237,105)color(0.5,0.5,0.5,1,cdt);

Mine is

    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

I did that before and it stopped one of my textures loading.

 

 

Also in surfaces i think this bit should be the same as the class name

 
                 character = "green_grass_character"; < dna_grass_green_Character

Same with at bottom

        class green_grass_character < same as above dna_grass_green_Character
        {
                probability[] = {0.99};
                names[] = {"grass_green1"};
        };

This is how its set up on mine, from the Atlas guide files...

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ok, im not near my pc at home but i will try that i was just test the RGB one to see cuz i tried the 1,1,1 but something wasnt showing but ill go back thank you and i will report back if anything is still lets say fucked up

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It's 1am here so I might have missed something really obvious lol

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yah i had it at the too but i was just playing with it, it actually worked on the layers just not clutter the rgb 1,1,1 worked and rgb 193,255,80 worked and also the "", worked but just no clutter at all

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whats with all the '\\  ?

 

why not a single '\' ?

 

I thought the same thing, but I think it's a paste bin thing. Click "See Original" and they don't show up then.

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        class Clutter
        {
            class grass_green1: DefaultClutter
            {
                model = "a3\plants_f\clutter\c_StrGrassGreen_group.p3d";
                affectedByWind = 0.6;
                swLighting = 1;
                scaleMin = 0.7;
                scaleMax = 1.0;
            };
        };
        class Names{};
    };
};
class CfgWorldList
{
    class oahu{};
};
class CfgMissions
{
    class Cutscenes{};
};
class CfgSurfaces
{
    class Default{};
    class dna_grass_green_Surface: Default
    {
        files = "dna_grass_*";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.15;
        soundEnviron = "grass";
        character = "dna_green_grass_character";
        soundHit = "soft_ground";
        lucidity = 4;
        grassCover = 0.5;
    };
};
class CfgSurfaceCharacters
{
    class dna_green_grass_character
    {
        probability[] = {0.99};
        names[] = {"grass_green1"};
    };
};

 

 

 

 

here is my clutter and surfaces and it is still not working

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        class Clutter

        {

            class grass_green1: DefaultClutter

            {

                model = "a3\plants_f\clutter\c_StrGrassGreen_group.p3d";

                affectedByWind = 0.6;

                swLighting = 1;

                scaleMin = 0.7;

                scaleMax = 1.0;

            };

        };

        class Names{};

    };

};

class CfgWorldList

{

    class oahu{};

};

class CfgMissions

{

    class Cutscenes{};

};

class CfgSurfaces

{

    class Default{};

    class dna_grass_green_Surface: Default

    {

        files = "dna_grass_*";  <--   dna_grass_green_*"

        rough = 0.08;

        maxSpeedCoef = 0.9;

        dust = 0.15;

        soundEnviron = "grass";

        character = "dna_green_grass_character"; <-- dna_grass_green_Character

        soundHit = "soft_ground";

        lucidity = 4;

        grassCover = 0.5;

    };

};

class CfgSurfaceCharacters

{

    class dna_green_grass_character <-- dna_grass_green_Character

    {

        probability[] = {0.99};

        names[] = {"grass_green1"};

    };

};

 

In your layers it's down as dna_grass_green, you seem to have mixed "grass" and "green" up in a couple of places

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So my question is the files line, that points to the actual file name?

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class CfgSurfaces
{
    class Default{};
    class dna_grass_green_Surface: Default
    {
        files = "dna_grass_green_*";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.15;
        soundEnviron = "grass";
        character = "dna_grass_green_character";
        soundHit = "soft_ground";
        lucidity = 4;
        grassCover = 0.5;
    };
};
class CfgSurfaceCharacters
{
    class dna_grass_green_character
    {
        probability[] = {0.99};
        names[] = {"grass_green1"};
    };
};

 

 

 

still nothing :/

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class layers
        {
        class dna_sands_beach
        {
        texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
        material = "dna\oahu\data\beach.rvmat";
        };
        class dna_grass_green
        {
        texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
        material = "dna\oahu\data\grass_green.rvmat";
        };
        class dna_cliffface
        {
        texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
        material = "dna\oahu\data\soil.rvmat";
        };
};
 
class Legend
{
  picture = "dna\oahu\source\mapLegend.png";
  class colors
  {
        dna_sands_beach[]={{243,237,105}};
        dna_grass_green[]={{97,165,22}};
        dna_cliffface[]={{106,88,68}};

  };
};

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Check mine out. You might find something that helps you. Let me know if you need it and i will post my Clutter.

 

class CfgSurfaces
{
class Default {};
class mef_alaska_dirt_Surface : Default
{
files = "mef_alaska_dirt_*";
rough = 0.09;
maxSpeedCoef = 0.9;
dust = 0.5;
soundEnviron = "dirt";
character = "Empty";
soundHit = "soft_ground";
lucidity = 1;
grassCover = 0.03;
};
class mef_alaska_soil_Surface : Default
{
files = "mef_alaska_soil_*";
rough = 0.08;
maxSpeedCoef = 0.9;
dust = 0.75;
soundEnviron = "drygrass";
character = "mef_alaska_soil_Character";
soundHit = "soft_ground";
lucidity = 2;
grassCover = 0.1;
};
class mef_alaska_forest_pine_Surface : Default
{
files = "mef_alaska_forest_pine_*";
rough = 0.12;
maxSpeedCoef = 0.8;
dust = 0.4;
soundEnviron = "drygrass";
character = "mef_alaska_forest_pine_Character";
soundHit = "soft_ground";
lucidity = 3.5;
grassCover = 0.04;
};
class mef_alaska_grass_green_Surface : Default
{
files = "mef_alaska_grass_green_*";
rough = 0.08;
maxSpeedCoef = 0.9;
dust = 0.15;
soundEnviron = "grass";
character = "mef_alaska_green_grass_Character";
soundHit = "soft_ground";
lucidity = 4;
grassCover = 0.05;
};
class mef_alaska_rock_Surface : Default
{
files = "mef_alaska_rock_*";
rough = 0.08;
maxSpeedCoef = 0.9;
dust = 0.15;
soundEnviron = "grass";
character = "mef_alaska_rock_Character";
soundHit = "soft_ground";
lucidity = 4;
grassCover = 0.05;
};
class mef_alaska_stony_Surface : Default
{
files = "mef_alaska_stony_*";
rough = 0.08;
maxSpeedCoef = 0.9;
dust = 0.15;
soundEnviron = "grass";
character = "mef_alaska_stony_Character";
soundHit = "soft_ground";
lucidity = 4;
grassCover = 0.05;
};
};
class CfgSurfaceCharacters
{
class mef_alaska_forest_pine_Character
{
probability[] = {0.05,0.012,0.01,0.2,0.2,0.1,0.1,0.1,0.1,0.05};
names[] = {"mef_alaska_BigFallenBranches_pine","mef_alaska_BigFallenBranches_pine02","mef_alaska_BigFallenBranches_pine03","mef_alaska_GrassDryGroup","mef_alaska_GrassGreenGroup","mef_alaska_GrassDryMediumgroup","mef_alaska_WeedBrownTallGroup","mef_alaska_WeedGreenTall","mef_alaska_ThistleYellowShrub","mef_alaska_PlantMullein"};
};
class mef_alaska_green_grass_Character
{
probability[] = {0.05,0.012,0.01,0.92,0.07};
names[] = {"mef_alaska_BigFallenBranches_pine","mef_alaska_BigFallenBranches_pine02","mef_alaska_BigFallenBranches_pine03","mef_alaska_GrassGreenGroup","mef_alaska_FlowerLowYellow2"};
};
class mef_alaska_soil_Character
{
probability[] = {0.21,0.05};
names[] = {"mef_alaska_GrassDryGroup","mef_alaska_WeedBrownTallGroup"};
};
class mef_alaska_rock_Character
{
probability[] = {0.25,0.01};
names[] = {"mef_alaska_GrassDryGroup","mef_alaska_WeedBrownTallGroup"};
};
class mef_alaska_stony_Character
{
probability[] = {0.25,0.05,0.25};
names[] = {"mef_alaska_GrassDryGroup","mef_alaska_WeedBrownTallGroup","mef_alaska_GrassGreenGroup"};
};
};

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Do you have your clutter in your project folder at all?, I think it might be my clutter file messing it up because mine matches your pretty good but I did notice you are putting the cfg surfaces character name different then me and that is probally were mine is going wrong can u give me an example of yours pls

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Or it may be I have dna _grass_green_* but it should be dna_grass_* right so that it matches the layers class name, I dunno I'm lost now, Iol gotta love the challenge

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Do you have your clutter in your project folder at all?, I think it might be my clutter file messing it up because mine matches your pretty good but I did notice you are putting the cfg surfaces character name different then me and that is probally were mine is going wrong can u give me an example of yours pls

 

No, I do not include the data for the clutter in my own project. Here is my clutter:

 

class Clutter

{

class mef_alaska_BigFallenBranches_pine: DefaultClutter

{

model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d";

affectedByWind = 0.0;

swLighting = "false";

scaleMin = 0.3;

scaleMax = 0.7;

};

class mef_alaska_BigFallenBranches_pine02: DefaultClutter

{

model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d";

affectedByWind = 0.0;

swLighting = "false";

scaleMin = 0.3;

scaleMax = 0.7;

};

class mef_alaska_BigFallenBranches_pine03: DefaultClutter

{

model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d";

affectedByWind = 0.0;

swLighting = "false";

scaleMin = 0.3;

scaleMax = 0.7;

};

class mef_alaska_GrassGreenGroup: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";

affectedByWind = 0.6;

swLighting = "true";

scaleMin = 0.7;

scaleMax = 1.0;

};

class mef_alaska_GrassDry: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrGrassDry.p3d";

affectedByWind = 0.5;

swLighting = "true";

scaleMin = 0.8;

scaleMax = 1.2;

};

class mef_alaska_GrassDryGroup: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d";

affectedByWind = 0.65;

swLighting = "true";

scaleMin = 0.65;

scaleMax = 1.0;

};

class mef_alaska_GrassDryMediumGroup: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d";

affectedByWind = 0.7;

swLighting = "true";

scaleMin = 0.8;

scaleMax = 1.0;

};

class mef_alaska_WeedBrownTallGroup: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d";

affectedByWind = 0.3;

swLighting = "true";

scaleMin = 0.9;

scaleMax = 1.25;

};

class mef_alaska_WeedGreenTall: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d";

affectedByWind = 0.3;

swLighting = "true";

scaleMin = 0.8;

scaleMax = 1.2;

};

class mef_alaska_PlantMullein: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d";

affectedByWind = 0.35;

swLighting = "true";

scaleMin = 0.7;

scaleMax = 1.15;

};

class mef_alaska_ThistleYellowShrub: DefaultClutter

{

model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d";

affectedByWind = 0.2;

swLighting = "true";

scaleMin = 0.7;

scaleMax = 1.1;

};

class mef_alaska_ThistleThornGreen: DefaultClutter

{

model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d";

affectedByWind = 0.3;

swLighting = "false";

scaleMin = 0.3;

scaleMax = 1.0;

};

class mef_alaska_ThistleThornGreenSmall: DefaultClutter

{

model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d";

affectedByWind = 0.25;

swLighting = "false";

scaleMin = 0.4;

scaleMax = 0.7;

};

class mef_alaska_FlowerLowYellow2: DefaultClutter

{

model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d";

affectedByWind = 0.4;

swLighting = "true";

scaleMin = 0.6;

scaleMax = 1.0;

};

};

 

Can I ask, What folder it is that you pack into .pbo? The folder named "dna" or "oahu"?

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Or it may be I have dna _grass_green_* but it should be dna_grass_* right so that it matches the layers class name, I dunno I'm lost now, Iol gotta love the challenge

 

Indeed the challenge is what makes it fun. The naming convention could be a problem. I would recommend using the same name that you used for layers for your surfaces. I'll post my layers.cfg so that you can see what i am talking about. Compare the names of classes between my layers and surfaces.

 

class Layers

{

class mef_alaska_soil

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_soil.rvmat";

};

class mef_alaska_forest_pine

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_forest_pine.rvmat";

};

class mef_alaska_grass_green

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_grass_green.rvmat";

};

class mef_alaska_beach

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_beach.rvmat";

};

class mef_alaska_dirt

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_dirt.rvmat";

};

class mef_alaska_dry_grass

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_dry_grass.rvmat";

};

class mef_alaska_hlina

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_hlina.rvmat";

};

class mef_alaska_marsh

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_marsh.rvmat";

};

class mef_alaska_rock

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_rock.rvmat";

};

class mef_alaska_sterk

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_sterk.rvmat";

};

class mef_alaska_stony

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_stony.rvmat";

};

class mef_alaska_thistle_stony

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_thistle_stony.rvmat";

};

class mef_alaska_trava

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_trava.rvmat";

};

class mef_alaska_vres

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_vres.rvmat";

};

class mef_alaska_weed

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_weed.rvmat";

};

class mef_alaska_wild_grass

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_wild_grass.rvmat";

};

class mef_alaska_wildfield

{

texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);

material = "mef_alaska\data\mef_alaska_wildfield.rvmat";

};

};

class Legend

{

picture="mef_alaska\source\mapLegend.png";

class Colors

{

mef_alaska_weed[]={{110,180,80}};

mef_alaska_soil[]={{255,255,255}};

mef_alaska_grass_green[]={{140,195,80}};

mef_alaska_beach[]={{230,230,120}};

mef_alaska_rock[]={{120,121,120},{120,120,120}};

mef_alaska_dry_grass[]={{170,190,80}};

mef_alaska_hlina[]={{175,161,131}};

mef_alaska_marsh[]={{120,122,122}};

mef_alaska_dirt[]={{170,180,70}};

mef_alaska_sterk[]={{80,80,80}};

mef_alaska_trava[]={{160,195,80}};

mef_alaska_thistle_stony[]={{150,195,80}};

mef_alaska_stony[]={{150,180,80}};

mef_alaska_forest_pine[]={{120,190,80}};

mef_alaska_wild_grass[]={{140,185,70}};

mef_alaska_wildfield[]={{110,190,80}};

};

};

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'Indeed the challenge is what makes it fun'  ???

 

please tell me your jesting here!  ;)

 

ive just got some clutter appearing in my map...by more luck than judgement I fancy.

 

everything about TB is a right pain in the bollox! I bow down to every terrain builder out there who has got a map up n running  :worship:

 

my kingdom for a detailed tutorial on pond/river placement now.

  • Like 2

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