pooface 4 Posted January 12, 2017 Can someone help me locate what protocol removes clutter from roads? I have started making paths in my map, and the clutter often spawns in the way of it, but I would like to increase the 'buffer' where an object or the road tells clutter to not spawn. You can see this in the paths on Tanoa: the clutter has a pretty wide null buffer around the walking paths. Is this a setting in the config? In the object properties itself? Somewhere already deeply encoded in the engine perhaps? Thanks. Share this post Link to post Share on other sites
spookygnu 563 Posted January 12, 2017 you could use the cluttercutter object. place it down in TB and it basically cuts the grass for you. Or you can edit your mask and define your distance through the colouring for the texture placement. Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 12, 2017 The roadway lod in an object is what kills the clutter Share this post Link to post Share on other sites
pooface 4 Posted January 12, 2017 I see, good suggestion by spooky - although this takes away 1 of the precious colors per cell :( I understand now milkm8, thank you Share this post Link to post Share on other sites
lappihuan 178 Posted January 13, 2017 you can make your roads wider but use a tighter road texture. this way you will get a wider path cut into clutter but can still have tight paths visually as road kinda weird worded sry :D Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 13, 2017 Wouldn't that just stretch the road out.. there is also a config entry (brought to attention by pennyworth) /// coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius) clutterRoadwayCheckRadiusCoef = 0.0f; Only Tanoa uses it and uses "0.8f" this might help 1 Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 13, 2017 28 minutes ago, lappihuan said: you can make your roads wider but use a tighter road texture. this way you will get a wider path cut into clutter but can still have tight paths visually as road kinda weird worded sry :D well that didn't work right lol. I tried to add your quote to the above message. But I think I understand what you mean though....have a tight texture but on the outside of it make the texture transparent. Is that what you were thinking? Share this post Link to post Share on other sites
lappihuan 178 Posted January 13, 2017 yes, more transparence on the side of the texutre, but yea that clutterRoadwayCheckRadiusCoef sounds promising! Share this post Link to post Share on other sites
RoF 241 Posted January 13, 2017 2 hours ago, m1lkm8n said: Wouldn't that just stretch the road out.. there is also a config entry (brought to attention by pennyworth) /// coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius) clutterRoadwayCheckRadiusCoef = 0.0f; Only Tanoa uses it and uses "0.8f" this might help Would that go in your config.cpp? Also I see a few config stuff has "1.0f", what is the "f" for? Share this post Link to post Share on other sites
pooface 4 Posted January 13, 2017 2 hours ago, m1lkm8n said: Wouldn't that just stretch the road out.. there is also a config entry (brought to attention by pennyworth) /// coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius) clutterRoadwayCheckRadiusCoef = 0.0f; Only Tanoa uses it and uses "0.8f" this might help This did it indeed! I wonder how pennyworth got the config? All the apex data is still in .ebo yes? No way to (easily) unpack the data :( Thank you for bringing this beautiful little piece of code to my attention Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 13, 2017 1 minute ago, pooface said: This did it indeed! I wonder how pennyworth got the config? All the apex data is still in .ebo yes? No way to (easily) unpack the data :( Thank you for bringing this beautiful little piece of code to my attention Hmm. Is the island part of the ebo? I though that was just the object pbos Share this post Link to post Share on other sites
Cosmo_D41 117 Posted January 13, 2017 You dont need to unpack those pbos, you can just use the internet ;) Have a look here, very usefull site: https://configs.arma3.ru/162.137494/configFile/CfgWorlds/Tanoa.html 1 Share this post Link to post Share on other sites