Allie 0 Posted October 15, 2007 Quote[/b] ]*.bisurf materials can be found in ca\data\Penetration. I unpacked glass.bisurf for ex. Density = 2400; rough = 0; dust = 0; bulletPenetrability = 150; soundEnviron = "Empty"; isWater = "false"; friction = 0.1; restitution = 0.1; impact = "default_Mat"; Does Anyone know how it all is going to be implemented ? So is anybody working on this ?? Sorry had to start new post for this subject, please all, stick to the subject in this tread. Alphons Share this post Link to post Share on other sites
fasad 1 Posted October 15, 2007 I assume you are asking about terrain (nothing to do with heightmaps or the vertices and planes of the polygons representing the ground, but terrain as in dirt,rock,sand,grass,etc) roughness and dust in relation to vehicles and aircraft? Check CfgSurfaces definitions in the main ArmA config: Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SandBeach : Default { access = ReadOnly; files = "pisekplaz*"; rough = 0.1; dust = 0.5; soundEnviron = "sand"; character = "Empty"; }; I interpret this to mean that any terrain using pisekplaz.rvmat will inherit those properties. It should be possible to define custom surfaces in your island/terrain's config, but I have no time to test. Share this post Link to post Share on other sites
Allie 0 Posted October 15, 2007 Yes that is what i'm talking about. I have done 1001 tests and still no result. Later Share this post Link to post Share on other sites
DBO_ 0 Posted October 15, 2007 look for that in the config of yours. i havent tried but maybe you have ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Subdivision { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; not playin arma tonight to much homework . Share this post Link to post Share on other sites
fasad 1 Posted October 15, 2007 Are you trying to overwrite the existing BI cfgSurface types, or creating new ones for new rvmat names? I guess only the latter would work. Share this post Link to post Share on other sites
Allie 0 Posted October 16, 2007 Just trying to get vehicles to move bit better with less smoke OFF roads! So on the roads and tracks all is fine, but as soon as you start driving off roads theres way to much smoke, and you will bounch tomuch. Tryed the fractal settings in config, they dont seem to have an effect. In OFP style map it looks like this: Quote[/b] ]// define surface properties/*! \patch 1.43 Date 1/22/2002 by Ondra - Fixed: CfgSurfaces protected against addon modification. */ class CfgSurfaces { // caution: wildcard pattern "files" is matched using special purpose matching // * may be used only as last character of the pattern // * matches any string in filename // ? matches any single character in filename // when six trailing question-marks are detected "???", two patterns are matched: // full pattern and short pattern with ??? omitted class Default { access = ReadOnly; files=default; rough=0.075; dust=0.1; soundEnviron = normalExt; }; Share this post Link to post Share on other sites
Allie 0 Posted October 16, 2007 Just trying to get vehicles to move bit better with less smoke OFF roads! So on the roads and tracks all is fine, but as soon as you start driving off roads theres way to much smoke, and you will bounch tomuch. Tryed the fractal settings in config, they dont seem to have an effect. In OFP style map it looks like this: Quote[/b] ]// define surface properties/*! \patch 1.43 Date 1/22/2002 by Ondra - Fixed: CfgSurfaces protected against addon modification. */ class CfgSurfaces { // caution: wildcard pattern "files" is matched using special purpose matching // * may be used only as last character of the pattern // * matches any string in filename // ? matches any single character in filename // when six trailing question-marks are detected "???", two patterns are matched: // full pattern and short pattern with ??? omitted class Default { access = ReadOnly; files=default; rough=0.075; dust=0.1; soundEnviron = normalExt; }; class Roadway { access = ReadOnly; files=silnice*; rough=0.005; dust=0.01; soundEnviron = road; }; class Asfalt: Roadway { access = ReadOnly; files=asfalt*; rough=0.01; dust=0.05; soundEnviron = road; };........................... There must be a way of doing it. Later, Alphons Share this post Link to post Share on other sites
fasad 1 Posted October 16, 2007 The fractal settings were used in OFP to add noise to the height of the interpolated vertices of the landscape, giving the terrain random small scale bumps and dips. No such vertices exist in ArmA. Share this post Link to post Share on other sites
Allie 0 Posted October 16, 2007 So what are you saying then ? We can't define roughness of terrain true the parameters of the texture ? How to manipulate Dust then ? So if i want the terrain not bounch my vehicles around i need to get rid of the small bumps true Wilbur or some ? I dont wanne loose the terrain as it is now, i just need to get rid of the bumpy and dusting vehicles. I actually dont want to reimport the terrain, (had bad luck with that). Quote[/b] ]Surface physical propertiesRVMAT files are also used in geometry LODs for defining physical properties (the idea behind this is to be able to use one set of physical material definitions on many different surfaces that may still have different visual representation). It is done via a link to *.bisurf file. surfaceInfo="data\wood.bisurf"; Content of a *.bisurf definition: rough=0.1; dust=0.1; bulletPenetrability=150; // distance in mm that a bullet with speed 1000 m/s go until it stops. Slowdown is calculated linear. soundEnviron=Empty; isWater=false; thickness=10 // not implemented in ArmA density=2500 // kg/m3, but it has actually no real value to ArmA engine too What about this From here : http://community.bistudio.com/wiki/ArmA:_RVMAT Later, Allie Share this post Link to post Share on other sites
fasad 1 Posted October 16, 2007 I'm only saying the fractal= value has no meaning in ArmA, and have nothing to do with the roughness of the terrain in OFP either. It must be possible to define the roughness and amount of dust created by driving over different surfaces, it's just a matter of figuring out how. Share this post Link to post Share on other sites
fasad 1 Posted October 16, 2007 Okay, it works as I suggested it might in the first reply to this topic. Just define a custom cfgSurface in your terrain/island config, which refers to any files (textures & rvmat) related to that surface. example : myIsland.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><normal terrain/island config stuff goes here> class CfgSurfaces { class Default {}; class MySurface : Default { access = ReadOnly; files = "uravajih*"; rough = 0.01; dust = 0.01; soundEnviron = "mud"; character = "Empty"; }; }; The island uses a surface named "uravajih" (simply a renamed copy of "travajih" to avoid conflict with main arma config). All files and references to them need to be renamed (or use and original name from beginning of project). Changing the "rough" value in the custom surface changes the speed and smoothness at which vehicles can travel over that surface. "dust" changed the volume of dust produced. "soundEnviron" changes the sound of footsteps walking on that surface (possibly others too?) I suspect "character" defines the type of clutter found there (ground & environmental?). A good idea would be using an OFPEC tag for all classnames (and filenames?) to avoid conflicts. Share this post Link to post Share on other sites
Allie 0 Posted October 16, 2007 ok, this is what i mean, great, i have been fooling around with it for quite some time now. I will check this out tonight again, and indeed change my texture names maybe. I hope i can produce a result, rest of island is done, its just the fact that i wanted a desert map where vehicles at least can drive true without to much dust and bumps. I have alrdy tryed different combinations of the same, but never tryed change names of textures, and i indeed use default textures so maybe this is gonne work. Thanks, and i'll tell you tonight how it goes. Later, Alphons Share this post Link to post Share on other sites
Allie 0 Posted October 16, 2007 ok home and did some tests: Quote[/b] ]class CfgSurfaces { class Default {}; class zandbak : Default { access = ReadOnly; files = "pisek*"; rough = 0.001; dust = 0.001; soundEnviron = "sand"; character = "Empty"; }; class wegisie : Default { access = ReadOnly; files = "ces*"; rough = 0.9; dust = 0.9; soundEnviron = "sand"; character = "Empty"; }; class wegisies : Default { access = ReadOnly; files = "sil*"; rough = 0.9; dust = 0.9; soundEnviron = "sand"; character = "Empty"; }; }; Ok here we go, for sil* and pisek* its not working ?? For ces* it is working ? Back to you guys Alphons Share this post Link to post Share on other sites
fasad 1 Posted October 16, 2007 pisek* is already used in the ArmA main config. silnice and cesta are roads. I doubt you can change their surfaces without creating a custom road addon with unique names. Share this post Link to post Share on other sites
Allie 0 Posted October 17, 2007 OK back at the office, Tryed some different stuff yesterday evening, and the results are :........ You are completly right about not beeing able to overwrite default textures, i renamed mine and all is fine. About the roads, the dirt tracks(ces* parts) you CAN change, the silnice* parts you CAN NOT change. Theres probebly some default objects that are definable. I'm really happy and want to thank you again Fased, the thing about overwriting default stuff did the trick. Release of my map will be within 2 weeks, then we have a very nice high detailed 10km desert map. Later, Alphons Share this post Link to post Share on other sites
bravo 6 0 Posted May 28, 2008 I would like to use this thread to ask if some one already changed a p3d and got success doing it and if the roughness and its respective sound worked? I'm having a issue on the road from QG that i copied to my map folder. For my map i want to use the road that exists in Queen Gambit but i do Not want to include the QG in the map. There for i copied some roads from "Desert2.pbo" and placed them in my map directory <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">P:\ca\Bayuk\roads I renamed all those files to: <ul> bc_asfDesert.rvmat bc_asfDesert_ca.paa bc_asfDesert_konec_ca.paa bc_asfDesert_nohq.paa bc_d_asf6.p3d bc_d_asf6konec.p3d bc_d_asf10 25.p3d bc_d_asf10 50.p3d bc_d_asf10 100.p3d bc_d_asf12.p3d bc_d_asf25.p3d I opened all p3d with O2 and changed their path to the "right" ones.. <ul>Texture: ca\bayuk\roads\bc_asfdesert_ca.tga Material: ca\bayuk\roads\bc_asfDesert.rvmat In config.cpp i added: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces { class Default {}; class bc_asfDesert : Default { access = ReadOnly; files = "bc_asfDesert*"; rough = 0.000; dust = 0.005; soundEnviron = "road"; character = "Empty"; }; }; Now when i go in game the textures load correctly but i have problems with these "QG" roads, ie, i can't hear the same sound that i configured in config.cpp and the roughness do not take the right effect that i choose. I have the feeling that its activated some other specification to those desert roads, though i can't notice anything strange in O2 settings. Can anyone help me or give any ideas why? Share this post Link to post Share on other sites
bravo 6 0 Posted June 1, 2008 Help, i really need some support guys.. I really want/need to use that type of road but i don't want to use all Queen Gambit objects nor include it in the map. Share this post Link to post Share on other sites