Jump to content
gingerlikeme

The Mega Help Me Thread

Recommended Posts

hi,

 

The following post is a massive one. I have many questions about TB and its counter-parts. so here goes nothing.

 

1. White Roads

I place roads using polylines in terrain builder. i have all the roads lib and database properties set up correctly but the last piece of road is white and has no texture. I will link an image to show you when i am on my computer.

https://gyazo.com/73671fd5a243cc5a14889a6910fa41cf

 

2. Junctions OR intersections

How do i make a good looking intersection?

 

3. Easy way to select everything on a layer.

is there a quick way to select every polyline on my roads layer?

 

4. Black S**t

When i zoom in on my terrain in buldozer i have an issue where the closer i zoom the blacker the terrain get. Ill post an image later again.

https://gyazo.com/fc2b2731c38a9420960e1dd7fb217456

 

5. Flashing Roads

My roads seem to flash a lot (Like the texture is in the floor a bit). i have smoothed the terrain and flattened it but it still flashes. i will post and image later.

https://gyazo.com/8a9ba3b3247276033261e47e30e86ce1

 

6. Mask updates

So, if i edit my mask in a picture editor then overwrite the original mask that is in TB, do i need to change any seeting. if so what?

 

7. Verges

What templib is the "catseyes" or white posts that line the roads in?

 

8. Clutter not spawning.

 

I will update this post with images in about a hour.

 

Thanks Harry

Share this post


Link to post
Share on other sites

Hi,

 

1 : Try to delete your a3 folder in your P:/ Disk, and then try to run again FuturatoP or Arma3P as Administrator again. Also, to be sure that your Roadslibs.cfg is ok, try to use the Stratis or Altis one.

 

2 : Well, with patience.

 

3 : Try to disable Object View (Grey Square on the top menu if I remember), and then drag & select all your polylines.

 

4 : This might be due to incorrect rvmat parameters (wrong config, wrong path file...) or with your texture file.

 

5 : No clue, try the same answer for the question 1.

 

6 : Indeed, you just have to right click on your mask in your layers tab and you will have an option like update or Re-import the file, do that and generate your layers again on your Mapframe parameters & here you go.

Share this post


Link to post
Share on other sites

Brilliant thanks for the help.

For some reason my clutter isn't spawning as well. I will pastebin my cfgclutter later when I am on my PC.

Thanks Harry

Share this post


Link to post
Share on other sites

Np, If you can, pastebin one of your Rvmat file, your surface file and your config.cpp we will be more likely to help you more with that.  ;)

Share this post


Link to post
Share on other sites

Beach RVMAT : http://paste.isomorphis.me/KJY- NOT WORKING

CFGSufaces.h : http://paste.isomorphis.me/5Br

config.cpp : http://paste.isomorphis.me/4uf

Layers.cfg : http://paste.isomorphis.me/mWK

cfgClutter.h : http://paste.isomorphis.me/4eW- CLUTTER NOT WORKING

Grass_Green RVMAT : http://paste.isomorphis.me/F8q- WORKING

 

here you go

 

Thanks Harry

 

I also got the road ends working the file path wasnt right. i think that was causing the roads to flash as that has stopped aswell

Share this post


Link to post
Share on other sites

All right so,

 

First of all, if you don't want custom clutters, don't use a copy of A3 Ground textures.

 

In your data folder, delete everything related to A3 Texture (beach, grass etc...) and use that : https://www.dropbox.com/s/4q9ivrt7retkfo1/RVMAT.zip?dl=0 just unzip that into your data folder or a subfolder of /data (eg. /data/rvmat/).

 

And use that as your Clutters.hpp and include it into your config.cpp (#include "Clutters.hpp) just below the Defaultclutter class into your CfgWorld.

/*
	- File name        : Clutters.hpp			 -
	- File type        : C++ header file (.hpp)	         -
	- File version     : 1.0.0.0                             -
	- File author      : Bohemia Interactive		 -
	- File description : Header file for clutters parameters -
*/


class Clutter
{
	class StrBigFallenBranches_pine : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d";
		affectedByWind = 0.0;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 0.7;
	};
	class StrBigFallenBranches_pine02 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d";
		affectedByWind = 0.0;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 0.7;
	};
	class StrBigFallenBranches_pine03 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d";
		affectedByWind = 0.0;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 0.7;
	};
	class StrGrassGreenGroup : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";
		affectedByWind = 0.6;
		swLighting = 1;
		scaleMin = 0.7;
		scaleMax = 1.0;
	};
	class StrGrassDry : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrGrassDry.p3d";
		affectedByWind = 0.5;
		swLighting = 1;
		scaleMin = 0.8;
		scaleMax = 1.2;
	};
	class StrGrassDryGroup : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d";
		affectedByWind = 0.65;
		swLighting = 1;
		scaleMin = 0.65;
		scaleMax = 1.0;
	};
	class StrGrassDryMediumGroup : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d";
		affectedByWind = 0.7;
		swLighting = 1;
		scaleMin = 0.8;
		scaleMax = 1.0;
	};
	class StrThornKhakiSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.5;
		scaleMax = 0.7;
	};
	class StrThornKhakiBig : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.7;
		scaleMax = 0.9;
	};
	class StrThornGreenSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThornGreen.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 0.5;
	};
	class StrThornGreenBig : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThornGreen.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.7;
		scaleMax = 0.9;
	};
	class StrThornGraySmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThornGray.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.5;
		scaleMax = 0.7;
	};
	class StrThornGrayBig : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThornGray.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.8;
		scaleMax = 1.2;
	};
	class StrPlantGreenShrub : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d";
		affectedByWind = 0.5;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 1.1;
	};
	class StrPlantGermaderGroup : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrPlantGermader_group.p3d";
		affectedByWind = 0.35;
		swLighting = 1;
		scaleMin = 0.9;
		scaleMax = 1.5;
	};
	class StrWeedBrownTallGroup : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d";
		affectedByWind = 0.3;
		swLighting = 1;
		scaleMin = 0.9;
		scaleMax = 1.25;
	};
	class StrWeedGreenTall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d";
		affectedByWind = 0.3;
		swLighting = 1;
		scaleMin = 0.8;
		scaleMax = 1.2;
	};
	class StrPlantMullein : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d";
		affectedByWind = 0.35;
		swLighting = 1;
		scaleMin = 0.7;
		scaleMax = 1.15;
	};
	class StrThistlePurpleSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThistlePurple_small.p3d";
		affectedByWind = 0.1;
		swLighting = 1;
		scaleMin = 0.9;
		scaleMax = 1.4;
	};
	class StrThistleSmallYellow : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThistleSmallYellow.p3d";
		affectedByWind = 0.2;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 1.4;
	};
	class StrThistleYellowShrub : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d";
		affectedByWind = 0.2;
		swLighting = 1;
		scaleMin = 0.7;
		scaleMax = 1.1;
	};
	class GrassTall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d";
		affectedByWind = 1.0;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 1.0;
	};
	class GrassGreen : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Grass_Green.p3d";
		affectedByWind = 1.0;
		swLighting = 1;
		scaleMin = 0.85;
		scaleMax = 1.0;
		surfaceColor[] = { 0.431, 0.475, 0.267 };
	};
	class GrassDry : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Grass_Dry.p3d";
		affectedByWind = 1.0;
		swLighting = 1;
		scaleMin = 0.3;
		scaleMax = 0.9;
	};
	class GrassBrushHighGreen : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Green.p3d";
		affectedByWind = 0.8;
		swLighting = 1;
		scaleMin = 0.5;
		scaleMax = 0.7;
	};
	class GrassBunchSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Grass_Bunch_Small.p3d";
		affectedByWind = 0.8;
		swLighting = 1;
		scaleMin = 0.3;
		scaleMax = 0.8;
	};
	class ThistleHighDead : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_High_Dead.p3d";
		affectedByWind = 1.0;
		swLighting = 1;
		scaleMin = 0.4;
		scaleMax = 0.8;
	};
	class ThistleHigh : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_High.p3d";
		affectedByWind = 0.6;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 1.0;
	};
	class ThistleSmallYellow : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Small_Yellow.p3d";
		affectedByWind = 0.3;
		swLighting = 1;
		scaleMin = 0.3;
		scaleMax = 0.9;
	};
	class ThistleThornGreen : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d";
		affectedByWind = 0.3;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 1.0;
	};
	class ThistleThornGreenSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d";
		affectedByWind = 0.25;
		swLighting = 0;
		scaleMin = 0.4;
		scaleMax = 0.7;
	};
	class ThistleThornBrown : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d";
		affectedByWind = 0.3;
		swLighting = 0;
		scaleMin = 0.5;
		scaleMax = 1.2;
	};
	class ThistleThornBrownSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d";
		affectedByWind = 0.25;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 0.7;
	};
	class ThistleThornGray : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Thorn_Gray.p3d";
		affectedByWind = 0.3;
		swLighting = 0;
		scaleMin = 1.1;
		scaleMax = 1.4;
	};
	class ThistleThornDesert : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Thistle_Thorn_Desert.p3d";
		affectedByWind = 0.3;
		swLighting = 0;
		scaleMin = 0.4;
		scaleMax = 1.4;
	};
	class PlantGreenSmall : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Plant_Green_Small.p3d";
		affectedByWind = 0.7;
		swLighting = 1;
		scaleMin = 0.5;
		scaleMax = 1.1;
	};
	class FlowerCakile : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Flower_Cakile.p3d";
		affectedByWind = 0.4;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 0.8;
	};
	class FlowerLowYellow2 : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d";
		affectedByWind = 0.4;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 1.0;
	};
	class GrassCrookedDead : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_GrassCrooked.p3d";
		affectedByWind = 0.6;
		swLighting = 1;
		scaleMin = 0.8;
		scaleMax = 1.1;
	};
	class GrassTalltwo : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_GrassTall.p3d";
		affectedByWind = 0.8;
		swLighting = 1;
		scaleMin = 0.75;
		scaleMax = 1.15;
	};
	class GrassLong_DryBunch : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_GrassLong_DryBunch.p3d";
		affectedByWind = 0.8;
		swLighting = 1;
		scaleMin = 0.9;
		scaleMax = 1.2;
	};
	class GrassDesertGroupSoft : DefaultClutter
	{
		model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d";
		affectedByWind = 1.0;
		swLighting = 1;
		scaleMin = 0.6;
		scaleMax = 1.1;
	};
	class SeaWeed1 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_SeaWeed1.p3d";
		affectedByWind = 0.2;
		swLighting = 0;
		scaleMin = 0.4;
		scaleMax = 1.0;
	};
	class SeaWeed2 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_SeaWeed2.p3d";
		affectedByWind = 0.2;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 1.0;
	};
	class Coral1 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_Coral1.p3d";
		affectedByWind = 0.0;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 1.0;
	};
	class Coral2 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_Coral2.p3d";
		affectedByWind = 0.0;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 1.0;
	};
	class Coral3 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_Coral3.p3d";
		affectedByWind = 0.1;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 0.5;
	};
	class Coral4 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_Coral4.p3d";
		affectedByWind = 0.1;
		swLighting = 0;
		scaleMin = 0.3;
		scaleMax = 1.0;
	};
	class Coral5 : DefaultClutter
	{
		model = "A3\Plants_F\Clutter\c_Coral5.p3d";
		affectedByWind = 0.05;
		swLighting = 0;
		scaleMin = 0.2;
		scaleMax = 0.6;
	};
};

Then, delete your Surfaces.hpp you don't need it anymore if you use the DefaultWorld & CAWorld worlds for your island. (wich is indeed the case here)

 

Now you should be able to have ground texture and clutters if, of course your mask and layers.cfg are properly config.

 

BTW, have spaces in Project name like you have is a very bad Idea, use underscore instead.

Share this post


Link to post
Share on other sites

Thanks I got everything working except the clutter. Do I just copy and paste the code you put into my clutter. Hpp .

  • Like 1

Share this post


Link to post
Share on other sites

Yes you just have to do that and include it into your config.cpp like that: 

class DefaultClutter;
#include "Clutters.hpp"

Just put that below your "class a3_sri: CAWorld"

Share this post


Link to post
Share on other sites

Ok,

 

Tried what you said with the clutter and it still doesn't work. can you spot anything else that could be the problem?

Share this post


Link to post
Share on other sites

Ok,

 

Tried what you said with the clutter and it still doesn't work. can you spot anything else that could be the problem?

 

Check your cfgSurfaces.hpp and make sure all the surfaces in your layers.cfg are listed, even if you don't want clutter on them.

You can prevent clutter on them by having :

 

character = "Empty";

 

They all need listed, regardless if you want clutter on them, otherwise you end up with no clutter at all.

Share this post


Link to post
Share on other sites

Maybe its little off-topic, but i didnt want to start new topic. I have little problem with Buldozer in terrain builder. This white "cursor" box (or frame-cursor-thing) in Buldozer should be empty (only white edges (frame), no full walls) but my has full white, not transparent walls. And i cant see anything through it especially when i want to select some objects. How to get this thing to look like that: http://www.ljplus.ru/img4/a/z/azzkijurist/ostrov_buldozer2.jpg(empty walls, only edges, frame)? There is some key for it or sth? And sorry for my **** level of english.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×