Jump to content
GrizzlyDK

No clutter or Names

Recommended Posts

Hi guys.

I was wondering if anyone could find out whats wrong with my setup.
I'm playing around with a 20x20 terrain, but I've got no clutter or keypoints showing up in game and I got no errors.

The other 10x10 terrains I'm messing around with, is working fine but I cant seem to find the error in this one.


I've also got a wierd repeating pattern in what appears to be the midDetailTexture layer, so far the current settings I'm using has the least amount of the pattern so far, but I would like it to be gone. I dont know if its entirely possible though.
 
 
Source settings:
sattelite.png - 20480x20480
mask.png - 20480x20480 (just pure white RGB 255-255-255 at the moment)
heightfield.asc - 20480x20480

 

FuqlyvN.png

Terrainbuilder settings:


rfiqUaC.jpg


 

Config:


 

class CfgPatches
{
    class Derka
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"};
    };
};

#include "cfgSurfaces.hpp"
//#include "cfgVehicles.h"
//#include "cfgEnvSounds.h"

class CfgWorlds
{
    class DefaultWorld
    {
        cutscenes[] = {};
    };
    class CAWorld : DefaultWorld{};
    class DefaultLighting;
    class Stratis : CAWorld
    {
        class DefaultClutter;
        class Sea;
        class Underwater;
        class SeaWaterShaderPars;
        class WaterExPars;
        class HDRNewPars;
        class Lighting;
        class DayLightingBrightAlmost;
        class DayLightingRainy;
        class Weather;
        class SimulWeather;
        class EnvMaps;
        class OutsideTerrain;
        class Grid
        {
            class Zoom1;
            class Zoom2;
            class Zoom3;
        };
        class Sounds;
        class Animation;
        class Subdivision;
    };
    
    class Derka : Stratis
    {
        class Sea : Sea{};
        class Underwater : Underwater{};
        class SeaWaterShaderPars : SeaWaterShaderPars{};
        class WaterExPars : WaterExPars{};
        class HDRNewPars : HDRNewPars{};
        class Lighting : Lighting{};
        class DayLightingBrightAlmost : DayLightingBrightAlmost{};
        class DayLightingRainy : DayLightingRainy{};
        class Weather : Weather{};
        class SimulWeather : SimulWeather{};
        cutscenes[]            = {};
        icon                = "";
        worldName            = "\grz\derka\derka.wrp";
        //pictureMap            = "\grz\derka\data\icons\pictureMap_ca.paa";
        //pictureShot            = "\grz\derka\data\icons\derka_ca.paa";
        plateFormat            = "AS$-####";
        plateLetters            = "ABCDEGHIKLMNOPRSTVXZ";
        author                = "GRIZZLY";
        description            = "Derka 0.003";
        newRoadsShape            = "\grz\Derka\data\roads\roads.shp";
        startTime            = "07:30";
        startDate            = "6/7/2009";
        midDetailTexture        = "A3\Map_Data\middle_mco.paa";
        access                = 3;
        worldId                = 1;
        mapSize                = 20480;
        mapZone                = 42;
        longitude            = 68.873;
        latitude            = -36.712;
        elevationOffset            = 0;
        clutterGrid            = 1.5;
        clutterDist            = 125;
        noDetailDist            = 65;
        fullDetailDist            = 20;
        minTreesInForestSquare            = 2;
        minRocksInRockSquare            = 2;
        safePositionAnchor[]            = {1024,1024};
        safePositionRadius        = 1024;
        centerPosition[]        = {2048,2048,2048};
        seagullPos[]            = {1024,1024,1024};
        ilsPosition[]            = {0,0};
        ilsDirection[]            = {0,0,0};
        ilsTaxiOff[]            = {};
        ilsTaxiIn[]            = {};
        loadingTexts[]            = {};
        class EnvMaps : EnvMaps{};
        class OutsideTerrain
        {
            satellite = "A3\map_Stratis\data\s_satout_co.paa";
            enableTerrainSynth = 0;
            class Layers
            {
                class Layer0
                {
                    nopx = "grz\derka\data\grz_outsideterra_nopx.paa";
                    texture = "grz\derka\data\grz_outsideterra_co.paa";
                };
            };
            colorOutside[] = {0.8549,0.7019,0.3764,1};
        };
        class Grid : Grid
        {
            offsetX = 0;
            offsetY = 20480;
            class Zoom1 : Zoom1{};
            class Zoom2 : Zoom2{};
            class Zoom3 : Zoom3{};
        };
        class Sounds :  Sounds{};
        class Animation : Animation{};
        class Subdivision : Subdivision{};
/*        class AmbientA3
        {
            #include "cfgAmbience.h"
        };
*/        class Names
        {
            #include "derka.hpp"
        };
    };
    initWorld = "Derka";
    demoWorld = "Derka";
};
class CfgWorldList
{
    class Derka{};
};
class CfgLensFlare{};



layers.cfg


 

class layers
{
    class grz_derka_basedirt
  {
    texture = "grz\derka\data\grz_derka_basedirt_co.paa";
    material = "grz\derka\data\grz_derka_basedirt.rvmat";
  };
};
class legend
{
  picture="grz\derka\source\mapLegend.png";
  class colors
  {
    grz_derka_basedirt[]={{255,255,255}};
  };
};

 
 


 
 
cfgClutter.hpp


 

class Clutter    
{
   class grz_derka_GrassDry: DefaultClutter
    {
        model = "A3\plants_f\Clutter\c_StrGrassDry.p3d";
        affectedByWind = 0.3;
        swLighting = "true";
        scaleMin = 0.2;
        scaleMax = 0.6;
    };
};

 
 


 
cfgSurfaces.hpp

class CfgSurfaces
{
    class Default{};
    class grz_derka_basedirt_Surface: Default
    {
        files = "grz_derka_basedirt_*";
        rough = 0.09;
        maxSpeedCoef = 0.7;
        dust = 0.8;
        soundEnviron = "dirt";
        character = "grz_derka_basedirt_Character";
        soundHit = "soft_ground";
        lucidity = 8;
        grassCover = 0.05;
    };
};
class CfgSurfaceCharacters
{
    class grz_derka_basedirt_Character
    {
        probability[] = {0.10};
        names[] = {"grz_derka_GrassDry"};
    };
};


 
derka.hpp


 

class Alpha
{
    name="Alpha";
    position[]={688.73,5081.97};
    type="NameVillage";
        
    radiusA=108.23;
    radiusB=73.88;
    angle=0.000;
};

 
 

Share this post


Link to post
Share on other sites

I'm pretty sure the config has changed. your cfgclutter and cfgsurfaces should all be in the config now, i guess they are being ignored separately. check out the other post about the 1.60 config update.

Share this post


Link to post
Share on other sites

your config is wrong and incomplete

try this config

 

http://pastebin.com/n2veCqV4

 

too long to paste it here...

 

check your values (in your config) and paste it in my config. I already do that , but in case if i miss something

  • Like 1

Share this post


Link to post
Share on other sites

your config is wrong and incomplete

try this config

 

http://pastebin.com/n2veCqV4

 

too long to paste it here...

 

check your values (in your config) and paste it in my config. I already do that , but in case if i miss something

 

Thanks!

I was under the impression that most of all that stuff only really needed to be there if you wanted to change it?

Such as weather, lighting, animals, sounds etc so I was keeping it minimalistic as the example posted by James from Kunduz here: https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/

 

I just tried your config, and it does make the clutter show up. So thank you! I wonder which part of it was missing in my own.

But the other problems such as names not showing, and the copy/paste pattern on the texture is still there.

 

The "names.hpp" problem is a wierd one though. The village name appears as a floating pointer in zeus view, but it does not appear on the map...

Share this post


Link to post
Share on other sites

For the Names:

try to use

type="NameLocal";

or

type="NameCity";

 

insteed of 

type="NameVillage";

 

edit: i suggest to rename your names file to CfgNames.hpp

 

if you rename the file, dont forget to change the name in config.cfg ;)

Share this post


Link to post
Share on other sites

try to use

type="NameLocal";

or

type="NameCity";

 

insteed of 

type="NameVillage";

 

edit: i suggest to rename your names file to CfgNames.hpp

 

if you rename the file, dont forget to change the name in config.cfg ;)

 

"NameVillage" should work, it has always worked for me before. Just tried with "NameLocal" which does not work either.

 

I will try renaming the hpp.

Share this post


Link to post
Share on other sites

Renaming the hpp file and setting the radius at 100x100 does no difference :/

Wonder what does this.

Share this post


Link to post
Share on other sites

Maybe silly, but try to remove from tb the entry of your village and crunch again with the file named CfgNames.hpp

 

edit: if you r going to make roads on your map , check the line 1944 (newRoadsShape = "\Derka\data\roads\roads.shp";) in your config .Set the path to your work. (i think i miss something there)

 

also check the line 1907 (for icon of your mod).

Share this post


Link to post
Share on other sites

Maybe silly, but try to remove from tb the entry of your village and crunch again with the file named CfgNames.hpp

 

edit: if you r going to make roads on your map , check the line 1944 (newRoadsShape = "\Derka\data\roads\roads.shp" ;) in your config .Set the path to your work. (i think i miss something there)

 

also check the line 1907 (for icon of your mod).

 

 

Hm yeah, didnt make a difference. I also cleared the temp folder files from the pboproject so It didnt accidentally take the cfgnames from the temp folder.

Thanks for the heads up, I just commented the icon line out for the moment.

 

Here's how it's working. Since it's showing in the zeus, it must be reading the file. But something is stopping it from showing on the 2D map.

 

 

Config:

http://pastebin.com/EuL4b8Mn

 

 

 

ZeNrDZw.png

 

n47Qb1R.png

  • Like 1

Share this post


Link to post
Share on other sites

comment all entries under class AmbientA3

make it like this

class AmbientA3         {/*....code....  */};

 

i never test that ,but the information for animals is there......

Share this post


Link to post
Share on other sites

So, completely made a new map with the same stuff in it, like an insane person. Who knows, maybe I forgot a step in the beginning. So I've redone everything, and tried making the name-size 300x300 instead of the default sizes.
But still, no markers on the 2D map, with namevillage nor namecity. Just the same.

What the actual hell.

Share this post


Link to post
Share on other sites

try to change on your cfgsurfaces :

 

class grz_derka_basedirt_Surface: Default

to

class grz_derka_basedirt: Default

 

and the names you can include in your config under

 

class Names
{  

 

      class Alpha
   {
      name="Alpha";
      position[]={688.73,5081.97};
      type="NameVillage";       
      radiusA
=108.23;
      radiusB=73.88;
      angle=0.000;
     };

 

};

Share this post


Link to post
Share on other sites

Okay guys! Thanks for your help, I got it working by throwing myself off a cliff and updating the tools to beta developer version.

I hate that because I'm always afraid it will damage/change more than it will repair, but this time it worked.

 

That means it was probably something in the binarize process that didn't work properly.

 

Yay!

hatE95O.png

Share this post


Link to post
Share on other sites

Hm yeah, didnt make a difference. I also cleared the temp folder files from the pboproject so It didnt accidentally take the cfgnames from the temp folder.

Thanks for the heads up, I just commented the icon line out for the moment.

 

Here's how it's working. Since it's showing in the zeus, it must be reading the file. But something is stopping it from showing on the 2D map.

 

 

Config:

http://pastebin.com/EuL4b8Mn

 

 

 

 

 

 

Thanks man, your config helped me with many problems with "visual update"

  • Like 1

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

×