Gen. MERICA 3 Posted August 13, 2019 I have been trying to get cfgClutter to appear with no avail, I have tried following the atlas guide and PMC's guide however I still don't quite understand what is needed, nor why what I have isn't working. First I would like to see if I understand what is supposed to happen before I post everything I have. CfgSurfaces apply CfgSurfaceCharacters when it finds a match with the designated layers in layers.cfg, then it references CfgClutter for what to spawn. Is this correct? Either way here is everything else Layers.cfg class Layers { class tut_grass_green { texture = ""; material = "BIO\BIO_IwoJima\data\tut_grass_green.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { tut_grass_green[] = {{ 230, 230, 120 }}; }; }; cfgClutter.hpp class Clutter { class BIO_IwoJima_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class BIO_IwoJima_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class BIO_IwoJima_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class BIO_IwoJima_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class BIO_IwoJima_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class BIO_IwoJima_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class BIO_IwoJima_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class BIO_IwoJima_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class BIO_IwoJima_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; }; cfgSurfaces.hpp class CfgSurfaces { class Default{}; class tut_grass_green_surface : Default { files = "tut_grass_green*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "BIO_IwoJima_green_grass_Character"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.1; }; }; class CfgSurfaceCharacters { class BIO_IwoJima_green_grass_Character { probability[] = {0.021875,0.04375,0.134375,0.175,0.25,0.175,0.134375,0.04375,0.021875}; names[] = {"BIO_IwoJima_GrassGreenGroup","BIO_IwoJima_GrassDryGroup","BIO_IwoJima_GrassDryMediumGroup","BIO_IwoJima_WeedBrownTallGroup","BIO_IwoJima_WeedGreenTall", "BIO_IwoJima_PlantMullein","BIO_IwoJima_ThistleYellowShrub","BIO_IwoJima_ThistleThornGreen","BIO_IwoJima_ThistleThornGreenSmall"}; }; }; tut_grass_green.rvmat ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0.02, 0.02, 0.02, 1 }; specular[] = { 0, 0, 0, 0 }; specularPower = 1; emmisive[] = { 0, 0, 0, 0 }; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; class Stage1 { texture = "a3\map_data\gdt_grass_green_nopx.paa"; uvSource = "tex"; class uvTransform { aside[] = { 10, 0, 0 }; up[] = { 0, 10, 0 }; dir[] = { 0, 0, 10 }; pos[] = { 0, 0, 0 }; }; }; class Stage2 { texture = "a3\map_data\gdt_grass_green_co.paa"; uvSource = "tex"; class uvTransform { aside[] = { 10, 0, 0 }; up[] = { 0, 10, 0 }; dir[] = { 0, 0, 10 }; pos[] = { 0, 0, 0 }; }; }; Lastly the config.cpp class CfgPatches { class BIO_IwoJima { units[] = { "IwoJima" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class BIO_IwoJima{}; }; class CfgWorlds { //Start DefaultLighting class DefaultLighting { groundReflection[] = {0.085,0.068,0.034}; moonObjectColorFull[] = {0.9,0.9,1,0.7}; moonHaloObjectColorFull[] = {0.9,0.9,1,0.01}; moonsetObjectColor[] = {0.9,0.75,0.4}; moonsetHaloObjectColor[] = {0.9,0.5,0.2}; starEmissivity = 0.3; nightAngle = 5; sunSunset = 20; endSunset = 10; }; //End DefaultLighting //Start DefaultWorld class DefaultWorld { worldId = 0; plateFormat = "$$$ ## - ##"; plateLetters = "ABCDEFHIKLMOPRSTVXYZ"; centerPosition[] = {2560,2560,0}; latitude = -40; longitude = 15; cutscenes[] = {""}; landGrid = 50; startTime = "16:45"; startDate = "17/11/2006"; startWeather = 0.12; startFog = 0; startFogBase = 0; forecastFogBase = 0; startFogDecay = 0.005; forecastFogDecay = 0.005; fogBeta0Min = 0.0001; fogBeta0Max = 0.02; hazeBaseHeight = 0; hazeBaseBeta0 = 0; hazeDensityDecay = 0.005; startWind = 0.1; startWindDir = 0; startWaves = 0.1; startRain = 0; startLightnings = 0; startGusts = 0; forecastWeather = 0.3; forecastFog = 0; forecastWind = 0.1; forecastWaves = 0.1; forecastRain = 0; forecastLightnings = 0; forecastGusts = 0; forecastWindDir = 0; timeOfChanges = 1800; rainForced = 0; lightningsForced = 0; wavesForced = 0; windForced = 0; humidityUpCoef = 0.1; humidityDownCoef = 0.05; skyTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; skyTextureR = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; midDetailTexture = "#(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)"; outsideMaterial = ""; outsideHeight = -199; minHeight = -10; shoreTop = 0; peakWaveTop = -1; peakWaveBottom = -5; clouds[] = {"core\default\default.p3d","core\default\default.p3d","core\default\default.p3d","core\default\default.p3d"}; noDetailDist = 150; fullDetailDist = 200; soundMapSizeCoef = 1; satelliteNormalBlendStart = 180; satelliteNormalBlendEnd = 200; satelliteNormalOnDetail = 1; terrainBlendMaxDarkenCoef = 0; terrainBlendMaxBrightenCoef = 1; interpolateClutterColoring = 0; clutterColoringFarCoef = 5; clutterColoringFarStart = "15.0f"; clutterColoringFarSpeed = "1.0f"; clutterRoadwayCheckRadiusCoef = "0.0f"; hazeDistCoef = -1; hazeFogCoef = -1; aroundSunCoefMultiplier = 1; aroundSunCoefExponent = 4; horizonParallaxCoef = 0.045; horizonFogColorationStart = 0.8; skyFogColorationStart = 0.7; skyColorInfluencesFogColor = 1; horizonSunColorationScale = 10; horizonSunColorationIntensity = 1; mapDrawingBrightnessModifier = "1.0f"; seaBedUnderwaterDepth = "-1.0f"; clutterGrid = 2; clutterDist = 50; clutterRadius = 1; skyObject = "core\skyobject\skyobject.p3d"; starsObject = "core\default\default.p3d"; pointObject = "core\default\default.p3d"; horizontObject = "core\default\default.p3d"; haloObject = "core\default\default.p3d"; sunObject = "core\default\default.p3d"; rainbowObject = "core\default\default.p3d"; moonObject = "core\default\default.p3d"; waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; causticsEnabled = 1; causticsTextureNumRows = 4; causticsTextureCount = 32; causticsTextureArea = 4; causticsTextureAreaDeep = 150; causticsTextureChangeInterval = 0.09; causticsDistanceLimit = 200; causticsDepthLimit = 50; causticsDepthFadeCoef = 1; causticsTextureDepthGranularity = 3; causticsBrightnessCoef = 4; dynLightMinBrightnessAmbientCoef = 0.1; dynLightMinBrightnessAbsolute = 0.001; envTexture = ""; satelliteMap = ""; layerMask = ""; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shoreFoam"; shoreWetMaterial = "#shoreWet"; terrainMaterial = "#terrain"; enableTracks = 1; enableFootsteps = 1; enableBloodSplashes = 1; underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; gridNumbersOverLines = 1; //Start Lighting class Lighting: DefaultLighting { groundReflection[] = {0.085,0.068,0.034}; moonObjectColorFull[] = {0.9,0.9,1,0.7}; moonHaloObjectColorFull[] = {0.9,0.9,1,0.01}; moonsetObjectColor[] = {0.9,0.75,0.4}; moonsetHaloObjectColor[] = {0.9,0.5,0.2}; starEmissivity = 0.3; nightAngle = 5; sunSunset = 20; endSunset = 10; }; //End Lighting //Start Weather class Weather { rainEnabled = 1; temperatureDayMax[] = {10,12,15,20,25,35,35,35,25,20,10,10}; temperatureDayMin[] = {-10,-6,-5,-1,5,6,7,10,5,2,-5,-10}; temperatureNightMax[] = {5,6,8,10,13,18,26,25,15,13,8,4}; temperatureNightMin[] = {-10,-10,-10,-5,0,4,5,6,5,0,-5,-10}; overcastTemperatureFactor = 0.4; blackSurfaceTemperatureDelta = 5; whiteSurfaceTemperatureDelta = -2; //Start Overcast class Overcast { class Weather1 { overcast = 0; sky = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; skyR = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0; bright = 0.5; speed = 0.2; size = 0.2; height = 1; through = 1; lightingOvercast = 0; diffuse = 1; cloudDiffuse = 1; waves = 0.15; }; class Weather2 { overcast = 0.1; sky = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; skyR = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.3; size = 0.3; height = 0.9; bright = 0.5; speed = 0.25; through = 1; lightingOvercast = 0.1; diffuse = 1; cloudDiffuse = 0.9; waves = 0.22; }; class Weather3 { overcast = 0.4; sky = "#(argb,8,8,3)color(0.51,0.57,0.79,1)"; skyR = "#(argb,8,8,3)color(0.51,0.57,0.79,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.98; size = 0.5; height = 0.8; bright = 0.45; speed = 0.4; through = 0.8; lightingOvercast = 0.6; diffuse = 0.7; cloudDiffuse = 0.4; waves = 0.5; }; class Weather4 { overcast = 0.7; sky = "#(argb,8,8,3)color(0.56,0.6,0.76,1)"; skyR = "#(argb,8,8,3)color(0.56,0.6,0.76,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.97; size = 0.75; height = 0.75; bright = 0.45; speed = 0.7; through = 0.2; diffuse = 0.4; lightingOvercast = 0.9; cloudDiffuse = 0.75; waves = 0.6; }; class Weather5 { overcast = 1; sky = "#(argb,8,8,3)color(0.39,0.39,0.4,1)"; skyR = "#(argb,8,8,3)color(0.39,0.39,0.4,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.98; size = 0.9; height = 0.7; bright = 0.45; speed = 1; through = 0; diffuse = 0.2; cloudDiffuse = 0.95; waves = 0.7; lightingOvercast = 1; }; }; //End Overcast }; //End Weather }; //End DefaultWorld //Start CAWorld class CAWorld: DefaultWorld { class Grid; }; //End CAWorld //Start IwoJima class BIO_IwoJima: CAWorld{ cutscenes[] = {}; description = "IwoJima"; worldName = "\BIO\BIO_IwoJima\BIO_IwoJima.wrp"; author = "bio138"; icon = ""; previewVideo = ""; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports{}; class ReplaceObjects{}; 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; }; }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; minTreesInForestSquare = 2; minRocksInRockSquare = 2; class Subdivision{}; class Names{}; class DefaultClutter{}; #include "cfgClutter.hpp" }; //End IwoJima }; #include "cfgSurfaces.hpp" It compiles and launches with no errors. Just nothing appears in-game. My settings are standard, I see clutter on other maps perfectly fine. Also, should I be able to see clutter in terrain builder? Or does clutter only appear in game? Thanks in advance Share this post Link to post Share on other sites
RoF 241 Posted August 13, 2019 In the rvmat you are using default names a3\map_data\gdt_grass_green_nopx.paa etc But in your surfaces you are looking for files = "tut_grass_green*"; So what you need to do is, copy the files from the a3\map_data folder gdt_grass_green_nopx gdt_grass_green_co to YOUR data folder and rename them, so you have tut_grass_green.rvmat tut_grass_green_nopx.paa tut_grass_green_co.paa Also change the path in the rvmat to match your newly copied textures. Then re export layers to update the layers .rvmat files to use the new texture names. Also if you jump on the arma discord (its text not voice) its way more active than this place and you will get help quicker 1 Share this post Link to post Share on other sites
Gen. MERICA 3 Posted August 15, 2019 Bruh, if your a bruh I would do things to you. #nohomo Real talk though do most guides tend to skip this? Even the atlas just straight up says "copy everything and hope it works lol". Or was I just retarded and read right over it? Thanks again Share this post Link to post Share on other sites