BadBenson 0 Posted August 27, 2008 could someone pls post a simple dummy config which adds custom clutters...and if it's necessary to define a custom texture to get custom clutters work it would be nice if sumone could explain how it's done. i'm already working on this for almost a week now . i also tried the suggestions made in this thread but still can't get it to work. so if some one knows how it's done PLEASE! thx in advance Share this post Link to post Share on other sites
Auss 208 Posted August 27, 2008 Clutter can be a problem, I'll try to explain how its done. The "engine room" for clutter is the config.cpp, this is where you define the clutter and to which texture you want to apply the clutter too. There are several things we need to do inside the config. 1st is to define the clutter objects 2nd define the cfgsurfacescharacters 3rd define the cfgsurface So I'll use an example here and we'll define some custom jungle grass. class Grassjungle: GrassGeneralfix { model="fc_t\grass1.p3d"; affectedByWind = 0.2; scaleMin = 0.80; scaleMax = 1.35; Then I need to define the cfg surfacescharacters. class GrassClutterFix { probability[] = {0.87,}; names[] = {"GrassGeneralFix"}; }; Then lastly I define the surface that I want to add the grass too. class jungle : Default { access = 2; files = "junglegrass_*"; rough = 0.1; dust = 1.9; soundEnviron = "grass"; character = "jungleclutterfix"; Now you will see the files = "junglegrass_*"; this is the surface texture that I want too apply the Grass too. In this case I took the standard Travajih texture and renamed it to junglegrass. From my many experiments at clutter there are some things that must be observed. 1. Your Rvmats must be using a PNG extension (you can use paa if you DONT want clutter too appear on certain textures) 2. Your layers.cfg MUST be PNG extension Clutter will never show up in Buldozer ( just thought I'd add that incase you didnt know) So if done correctly you'll end up with below. http://sas.ogn.com.au/test_island/pics/resized2.jpg In this pic I have used Linkers grass as above plus I define some ferns to add to the clutter on that texture. In pic below I added QG grass to a custom redish/orange desert texture. http://sas.ogn.com.au/test_is....-93.jpg The config lets you define many different clutter objects on any texture. You can also define the size of any object and the amount of individual objects. I added mushrooms to my jungle clutter but I only wanted to appear in very small amounts, therefore in the class GrassClutterFix under probability I set that to a very small figure. This is a very brief guide but it should help get the idea of how its done. Let me know how you go Share this post Link to post Share on other sites
Auss 208 Posted August 27, 2008 Oh one thing I will add, dont define trees in your clutter and try not to make your Objects too large, AI will always see through clutter so it makes fighting them in dense jungle very hard. plus bullets will go straight through any clutter object. Share this post Link to post Share on other sites
BadBenson 0 Posted August 27, 2008 is it possible that those cfg-parts are really just examples and wouldn't work together? shouldn't those cfg entries refer toanother??? this is an imprtant question cuz i already did it that way without the difference i'm pointin out and it didn't work. but the second part about the formats could be what i messed up... for ex.: class Grassjungle: GrassGeneralfix   {    model="fc_t\grass1.p3d";    affectedByWind = 0.2;    scaleMin = 0.80;    scaleMax = 1.35; goes here class GrassClutterFix { probability[] = {0.87,}; names[] = {"GrassJungle"}; <---------Jungle instead of GeneralFix class jungle : Default { access = 2; files = "junglegrass_*"; rough = 0.1; dust = 1.9; soundEnviron = "grass"; character = "Grassclutterfix";<-------------Grass instead of Jungle as defined above }; THIS IS A QUESTION because when i "studied" the cfgs of others it was like this... and a general questio: is it important that thr rvmats have the same name like the textures they're refering to? Share this post Link to post Share on other sites
Auss 208 Posted August 27, 2008 Here you go this is taken from the actual config, my 1st post must seem a tad confusing as was taken from an old Config. Here you can see how ausjungleclutter is added  class Grassjungle: GrassGeneral    {     model="fc_t\grass1.p3d";     affectedByWind = 0.2;     scaleMin = 0.80;     scaleMax = 1.35;    }; ------------------------------------------------------ class CfgSurfaceCharacters { class ausD2GrassClutter { probability[] = {0.74, 0.95, 0.77}; names[] = {"D2TropicGrass","D2TropicGrassLong","D2SmallRocks"}; }; class ausSandClutter { probability[] = {0.05}; names[] = {"D2SmallRocks"}; }; class ausjungleClutter { probability[] = {0.80, 0.80, 0.80}; names[] = {"Grassjungle","junglefern","junglebroadleaf"}; }; ----------------------------------------------------- class CfgSurfaces { class Default {}; class Water {}; class ausD2Grass : Default { access = 2; files = "d2trava_*"; rough = 0.15; dust = 0.2; soundEnviron = "drygrass"; character = "ausD2GrassClutter"; }; class ausSand : Default { access = 2; files = "dirtD_*"; rough = 0.2; dust = 0.8; soundEnviron = "sand"; character = "ausSandClutter"; }; class ausjungle : Default { access = 2; files = "junglegrass_*"; rough = 0.1; dust = 0.9; soundEnviron = "grass"; character = "ausjungleclutter"; Share this post Link to post Share on other sites
BadBenson 0 Posted August 27, 2008 ok then it's done how i thought it is done. so i must've made a mistake somewhere else. so here some things that i think could cause my clutter not to work: 1. is it important that the defined surface class matches the surface class from the layers.cfg(the one u import along with the sat and mask texture)? 2. is it necessary to define new surfaces in the the layers.cfg(right now i'm using pisek from the sampleisland) since the default ones are already defined in the BIconfig? 3. is it necessary to rename the samplemap rvmats to get 2. right? man... but atleast your sand-with-grass-on-it-example shows that what i try to get (a realistic rough stony drygrassy afghanistanlike ground) is possible btw: didn't thank u for your effort Aussie...so big thx does someone know the following error message appearing in the missioneditor when i hit preview: Share this post Link to post Share on other sites
Auss 208 Posted August 27, 2008 with pisek theres no clutter so change to paa Share this post Link to post Share on other sites
BadBenson 0 Posted August 27, 2008 but i renamed it to 1pisek.png. so isn't it possible to add clutter to whatever texture u want if u make it "undefault" by renaming it or making a totally new one(which should have the same effect as renaming it). i mean what u say would mean that there's an instance reconizing the pisek in the filename and refusing to add a clutter. and as i said: this is all about making custom clutter...my goal is to have a sand texture with clutter. and if i'm remembering right there is a default one with small rocks and a small amount of grass already. Share this post Link to post Share on other sites
BadBenson 0 Posted August 29, 2008 all the default clutters are not shown anymor after i installed my island. is there a part in the config which is even able to cause this?°! Share this post Link to post Share on other sites
beton 2 Posted February 8, 2009 Hi Guys, ive been reading this and other threads over and over but i cant get my config working. I dont have any clutter ingame. What am i doing wrong? maybe one of you experts could have a brief look and help me since you seem to have figured it out? http://pastebin.com/m5ab41dc7 thanks in advance... Thanks Sgt. Ace for the pastebin Tip Share this post Link to post Share on other sites
luki 53 Posted February 8, 2009 Just noticed two things: 1: acording your pathes in the config your islandfoldier "omaha" is in P:\. Actually you should make a project foldier with your tag "P:\bet\omaha" for a correct binarize process (like bis with ca). Chek Synides great Tutorial about this ArmABuildEnvironment 2: In your cfg surfaces you have  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">files = "Bettrava_*"; then <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">files = "Betpole1*"; shouldent it look here like above <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">files = "Betpole1_*"; I recomend you use also a tag for your textures <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> bet_pole1_detail_co.png bet_pole1_detail_nohq.png bet_pole1_mco.png greetings atsche Share this post Link to post Share on other sites
beton 2 Posted February 8, 2009 OK Thanks... ill try that.. Share this post Link to post Share on other sites
beton 2 Posted February 10, 2009 Well.. after trying the whole last night i didnt make it work. So i went back to an older config and used the Bis original names. Now it works so far. I think ill try it again when i finish the textures in a later version of the map. .. Share this post Link to post Share on other sites