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lunatic SMC-1

No fog on custom terrain

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I've started my first terrain and I got along with most stuff quiet well. But there is one thing I can't figure out how to change it.

 

When I export my terrain and load it in ARMA3 the fog can't be adjusted. No matter what fog density I set in the environment settings in eden.

 

I assume there are some settings in the config files wich define how much fog is possible overall but I just can't find it. I hope someone here on the forums can help me. 

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Yes, of course:

 

#define _arma_

//class config.bin{
class cfgpatches
{
class smc_bischofsroding
{
units[] = {"bischofsroding"};
weapons[] = {};
requiredversion = 1.0;
version = "31/07/2016";
filename = "bischofsroding.pbo";
author = "lunatic smc-1";
};
};
class cfgworlds
{
class caworld;
class stratis: caworld
{
class grid;
class defaultclutter;
};
class bischofsroding: stratis
{
cutscenes[] = {};
description = "bischofsroding";
worldname = "bischofsroding\bischofsroding.wrp";
starttime = "16:30";
startdate = "05/03/2031";
startweather = 0.2;
startfog = 0.1;
forecastweather = 0.6;
forecastfog = 0.1;
centerposition[] = {2560,2560,500};
seagullpos[] = {2560,2560,500};
longitude = 13;
latitude = -49;
elevationoffset = 682;
envtexture = "a3\data_f\env_land_ca.tga";
mintreesinforestsquare = 2;
minrocksinrocksquare = 2;
newroadsshape = "\bischofsroding\data\roads\roads.shp";
ilsposition[] = {1024,1024};
ilsdirection[] = {0.5075,0.08,-0.8616};
ilstaxiin[] = {};
ilstaxioff[] = {};
drawtaxiway = 0;
class secondaryairports {};

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;
seawavexscale = "2.0/50";
seawavezscale = "1.0/50";
seawavehscale = 2.0;
seawavexduration = 5000;
seawavezduration = 10000;
};

/*
class outsideterrain
{
satellite = "jsp\bischofsroding\data\s_satout_co.paa";
enableterrainsynth = 1;
class layers
{
class layer0
{
nopx = "jsp\bischofsroding\data\bischofsroding_grass_green_nopx.paa";
texture = "jsp\bischofsroding\data\bischofsroding_grass_green_co.paa";
};
};
};
*/

class grid: grid
{
offsetx = 0;
offsety = 5120;
class zoom1
{
zoommax = 0.15;
format = "xy";
formatx = "000";
formaty = "000";
stepx = 100;
stepy = -100;
};
class zoom2
{
zoommax = 0.85;
format = "xy";
formatx = "00";
formaty = "00";
stepx = 1000;
stepy = -1000;
};
class zoom3
{
zoommax = 1e+030.0;
format = "xy";
formatx = "0";
formaty = "0";
stepx = 10000;
stepy = -10000;
};
};
#include "cfgClutter.hpp"
class names
{
#include "bischofsroding.hpp"
};
};
};
class cfgworldlist
{
class bischofsroding{};
};
class cfgmissions
{
class cutscenes
{

};
};


//surfaces
#include "cfgsurfaces.hpp"

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OK. first of all. Thanks for the superquick respond.  

Unfortunately the build cancelt with the errormessage:

"  CfgConvert task failed.

 
config.cpp, line 67: '/CfgWorlds/bischofsroding.':'{' encountered instead of '='
Config: some input after EndOfFile.  "
 
I tried to find the problem by myself but I no real coder and therefore I just couldn't figure out what to change to make it run propperly (at one point I ended up getting flickering fog-coloured rectangles and on others the terrain just didn't appear in the list of terrains anymore :-P )
 
PS: I didn't have too much time to spent on this project lately. That's why this respond took me so long.

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