.kju 3240 Posted July 21, 2007 hey guys is it impossible to get this effect in ArmA at all? or can it be achieved via config editing somehow? anyone tried tweaking the config values? setTerrainGrid does only a bit of smoothing in ArmA... any feedback is appreciated a lot! best regards Q Share this post Link to post Share on other sites
DBO_ 0 Posted July 21, 2007 you can add clutter also change what the clutter is by changing the p3d model that the map uses i.e change rocks to a new kind of rock heres a config i tried for less clutter . <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Lighting : DefaultLighting {}; clutterGrid = 30.11;// frequency in which clutter appears lower = more clutterDist = 15;// distance you actually see it ? noDetailDist = 40;//texture distance fullDetailDist = 5;//texture distance minTreesInForestSquare = 11; minRocksInRockSquare = 1; class clutter { class GrassGeneral : DefaultClutter { model = "mygrass\myweeds.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.25; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "mygrass\myweeds2.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; affectedByWind = 0.6; scaleMin = 0.1; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.1; scaleMin = 0.3; scaleMax = .5; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.1; scaleMin = 0.01; scaleMax = .5; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; affectedByWind = 0.1; scaleMin = 0.3; scaleMax = .7; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.1; scaleMax = .1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; }; class Subdivision { class Fractal { rougness = 1;// hmmm ? maxRoad = 0.07; maxTrack = 0.8; maxSlopeFactor = 10.09; }; as for terrain it does an effect with terraingrid like ofp but because of streaming i think not such a massive effect hope it gives some insight. Share this post Link to post Share on other sites
.kju 3240 Posted July 22, 2007 thanks for the suggestion ofp2. however this doesn't effect the surface, does it? it changes the objects onto of the surface. bumpy terrain in ofp was great for infantry combat as you could seek hiding in all these little holes. almost like this smiley Share this post Link to post Share on other sites
sniper pilot 36 Posted July 23, 2007 ah yeah, ill miss that feature... Share this post Link to post Share on other sites
fasad 1 Posted July 23, 2007 ArmA's terrain grid has a fixed detail level. Changing the terrain detail setting in the graphics options changes how much and at what distance from the player the terrain is simplified. It will likely be possible to create custom islands with a higher resolution terrain grid when the tools are released. Share this post Link to post Share on other sites
DBO_ 0 Posted July 23, 2007 Quote[/b] ]however this doesn't effect the surface, does it?it changes the objects onto of the surface. Yes it only effects what object is placed .i.e grass etc for the land you ust change landgrid = 40 this is for cell size. i dont think in default islands it will change but worth a try. Share this post Link to post Share on other sites
.kju 3240 Posted August 3, 2007 Quote[/b] ]3.) Ist es Config-seitig möglich oder später im Inseleditingähnlich hügliges Terrain zu bekommen, wie in OFP mit Terrain Detail high? --- Das scheint nicht mehr möglich zu sein, da die Funktionalität in der Engine rausgefallen ist (wegen anderer Änderungen die nötig waren). It is still possible to get the bumpy terrain, as in OFP with terrain Detail high, via config or island editing? --- That does not seem to be possible any longer, since the functionality in the engine has been dropped (because of other changes those were necessary to make it work) by Rastavovich asking the BI main island editing guy --- i haven't tried landgrid yet.. Share this post Link to post Share on other sites