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memphisbelle

cpp error? Cant get my map ingame

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Hey all,

I am some kind confused. I worked with Visitor until the last verson has been released. All worked fine there, but now nothings happens anymore. I modified my config as I always did, but now there wont happen anythings. I cant get my map ingame, the Island wont be displayed in the list as well...I am so much confused.

would you please check my config and see what went wrong please?

There´s no errormessage appearing once the game has been started. But when I am adding mistakes to see what happens, the the engine will recognize my map (mistakes are caused in class world i.e), when I am removing those mistakes again so theres nor errormessage again but no Island selectable in the List... do you have any Ideas?

By the way, there were much more topics in this forum which are related to Visitor, where have all theses topics gone, were the moved into a kind of Archive?

Quote[/b] ]class CfgPatches{

  class MB_Luano{

     units[]={"MB_Luano"};

     weapons[]={};

     requiredVersion=0.1;

     requiredAddons[]={"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"};

  };

};

class DefaultLighting; /* extern */

class DefaultLighting_CA:DefaultLighting{};

class CfgWorlds{

  class DefaultClutter{

     scaleMin=0.9;

     scaleMax=1.4;

  };

  class DefaultWorld; /* extern */

  class CAWorld:DefaultWorld{

     class Grid{};

  };

  class MB_Luano:CAWorld{

     access=3;

     cutscenes[]={"DesertIntro1"};

     description="Luano Island";

     icon="";

     worldName="\MB_Luano\MB_Luano.wrp";

     pictureMap="";

     pictureShot="";

     plateFormat="MB - $$ - ##";

     plateLetters="ABCDEGHIKLMNOPRSTVXZ";

     longitude=-40;

     latitude=-40;

     class Grid:Grid{

        offsetX=0;

        offsetY=-15360;

        class Zoom1{

           zoomMax=0.5;

           format="XY";

           formatX="Aa";

           formatY="00";

           stepX=200;

           stepY=200;

        };

        class Zoom2{

           zoomMax=1e+30;

           format="XY";

           formatX="A";

           formatY="0";

           stepX=2000;

           stepY=2000;

        };

     };

     startTime="8:30";

     startDate="07/06/2007";

     startWeather=0.1;

     startFog=0;

     forecastWeather=0.3;

     forecastFog=0;

     seagullPos[]={1272.842041, 150.000000, 14034.961914};

     centerPosition[]={2500, 2500, 300};

     ilsPosition[]={2545, 3000};

     ilsDirection[]={0, 0.080000, 1};

     ilsTaxiIn[]={2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};

     ilsTaxiOff[]={2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};

     drawTaxiway=0;

     class ReplaceObjects{};

     class Sounds{

        sounds[]={};

     };

     class Animation{

        vehicles[]={};

     };

     class Lighting:DefaultLighting{};

     clutterGrid=1.11;

     clutterDist=55;

     noDetailDist=40;

     fullDetailDist=5;

     minTreesInForestSquare=3;

     minRocksInRockSquare=4;

     class clutter{

        class GrassGeneral:DefaultClutter{

           model="ca\plants\clutter_grass_general.p3d";

           affectedByWind=0.3;

           swLighting=1;

           scaleMin=0.75;

           scaleMax=1;

        };

        class GrassFlowers:GrassGeneral{

           model="ca\plants\clutter_grass_flowers.p3d";

        };

        class GrassLong:GrassGeneral{

           model="ca\plants\clutter_grass_long.p3d";

           affectedByWind=0.6;

           scaleMin=0.6;

           scaleMax=1.1;

        };

        class GrassSevenbeauty:GrassGeneral{

           model="ca\plants\clutter_grass_sevenbaeuty.p3d";

           affectedByWind=0.2;

           scaleMin=0.7;

           scaleMax=1.1;

        };

        class GrassYellow:GrassGeneral{

           model="ca\plants\clutter_grass_yellow.p3d";

           affectedByWind=0.2;

           scaleMin=0.7;

           scaleMax=1.1;

        };

        class GrassDesert:GrassGeneral{

           model="ca\plants\clutter_grass_desert.p3d";

        };

        class ForestFern:GrassGeneral{

           model="ca\plants\clutter_forest_fern.p3d";

           affectedByWind=0.1;

           scaleMin=0.9;

           scaleMax=1.1;

        };//ForestFern

        class SmallRocks:GrassGeneral{

           model="ca\rocks\clutter_stone_small.p3d";

           affectedByWind=0;

           scaleMin=0.9;

           scaleMax=1.1;

        };

        class FlowersColor:GrassGeneral{

           model="ca\plants\clutter_smetanka.p3d";

        };

        class FlowersWhite:GrassGeneral{

           model="ca\plants\clutter_white_flower.p3d";

        };

        class MushroomsHorcak:GrassGeneral{

           model="ca\plants\clutter_horcak.p3d";

           affectedByWind=0;

           scaleMin=0.85;

           scaleMax=1.25;

        };

        class MushroomsPrasivka:MushroomsHorcak{

           model="ca\plants\clutter_prasivky.p3d";

        };

        class MushroomsBabka:MushroomsHorcak{

           model="ca\plants\clutter_babka.p3d";

        };

        class MushroomsMuchomurka:MushroomsHorcak{

           model="ca\plants\clutter_muchomurka.p3d";

        };

     };

     class Subdivision{

        class Fractal{

           rougness=5;

           maxRoad=0.02;

           maxTrack=0.5;

           maxSlopeFactor=0.05;

        };//Fractal

        class WhiteNoise{

           rougness=2;

           maxRoad=0.01;

           maxTrack=0.05;

           maxSlopeFactor=0.00249999;

        };

        minY=-0;

        minSlope=0.02;

     };

     class Ambient{

        class BigBirds{

           radius=300;

           cost="((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

           class Species{

              class Hawk{

                 probability=0.2;

                 cost=1;

              };

           };

        };

        class Birds{

           radius=170;

           cost="(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

           class Species{

              class Seagull{

                 probability=0.2;

                 cost=1;

              };

           };

        };

        class BigInsects{

           radius=20;

           cost="(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

           class Species{

              class DragonFly{

                 probability="0.6 - (meadow * 0.5) + (forest * 0.4)";

                 cost=1;

              };

              class ButterFly{

                 probability="0.4 + (meadow * 0.5) - (forest * 0.4)";

                 cost=1;

              };

           };

        };

        class BigInsectsAquatic{

           radius=20;

           cost="(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

           class Species{

              class DragonFly{

                 probability=1;

                 cost=1;

              };

           };

        };

        class WindClutter{

           radius=10;

           cost="((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

           class Species{

              class FxWindGrass1{

                 probability="0.4 - 0.2 * hills - 0.2 * trees";

                 cost=1;

              };

              class FxWindGrass2{

                 probability="0.4 - 0.2 * hills - 0.2 * trees";

                 cost=1;

              };

              class FxWindRock1{

                 probability="0.4 * hills";

                 cost=1;

              };

              class FxWindLeaf1{

                 probability="0.2 * trees";

                 cost=1;

              };

              class FxWindLeaf2{

                 probability="0.1 * trees + 0.2";

                 cost=1;

              };

              class FxWindLeaf3{

                 probability="0.1 * trees";

                 cost=1;

              };

           };

        };

        class NoWindClutter{

           radius=15;

           cost="(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

           class Species{

              class FxWindPollen1{

                 probability=1;

                 cost=1;

              };

           };

        };

        class SmallInsects{

           radius=3;

           cost="(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

           class Species{

              class HouseFly{

                 probability="deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

                 cost=1;

              };

              class HoneyBee{

                 probability="(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

                 cost=1;

              };

              class Mosquito{

                 probability="(1 - deadBody) * (0.2 * forest)";

                 cost=1;

              };

           };

        };

        class NightInsects{

           radius=3;

           cost="(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

           class Species{

              class Mosquito{

                 probability=1;

                 cost=1;

              };

           };

        };

     };

     class Names{

        class Veg_1{

           name="";

           position[]={2713.620117, 2140.919922};

           type="VegetationPalm";

           radiusA=50;

           radiusB=50;

        };

        class Veg_2{

           name="";

           position[]={2446.090088, 3038.290039};

           type="VegetationPalm";

           radiusA=50;

           radiusB=50;

        };

        class Veg_3{

           name="";

           position[]={2940.520020, 2923.189941};

           type="VegetationPalm";

           radiusA=50;

           radiusB=50;

        };

     };

  };

};

class CfgWorldList{

  class MB_Luano{};

};

class CfgMissions{

  class Cutscenes{

     class MB_LuanoIntro1{

        directory="\MB_Luano\data\scenes\intro.MB_Luano";

     };

  };

};//CfgMissions

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Hmmm...no answer until today?huh.gif

So the cpp seems to be correct, doesnt it? I became several islands ingame and it worked fine every single time. But I have absolutely noe clue what happened here. I also checked all the steps while creating an Island...went over the config.cpp and tried to find an issue but I couldnt find anythings... The only thing whyt might be is that the new version of visitors doenst transfers the Island into a correct wrp file. Please help me and see whether I overlooked may be an important mistake...

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Try changing your cfgPatches to:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches{

class MB_Luano{

units[]={};

weapons[]={};

worlds[]={"MB_Luano"};

requiredVersion=0.1;

requiredAddons[]={"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"};

};

};

Planck

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remove all config code that you dont change from the class you inherit from

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Thanks for replying that fast...I´ll gonna try your proposals...

@Planck, that could be the missing part which provides the Island not appearing on the List, doesnt it?

@Q, thanks as well

Thanks and regards

MemphisBelle

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Like this  wink_o.gif

http://pastebin.com/m627eef0

I removed all which are just the same values from class Sara,

changed the base class to Sara and updated cfgPatches

to work with Sara and fixed a few minor issues.

Quote[/b] ] class DefaultClutter

{

scaleMin = 0.9;

scaleMax = 1.4;

};

Not sure if you did this on purpose. Yet this is a quite bad definition,

as its changes every islands loaded not but yours!

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Thanks so much for your support Q, you helpd me so much, cause now I know what I did wrong. And also thanks a lot for spending time to create an example on the C++ table.

But I have a further unexpected problem what I havent had before...I thing its up to the new Version of Visitor 3. When I import the layers on the Island I have no layers folder in my Data folder, so there are no layers on the Island...can you tell me please how to import layers with the new Visitor version?

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Thanks for teh example Q..

One question...does it include the default clutter even tho we take out all teh probabilities out of the cpp? huh.gif

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I'm  getting lots of

Quote[/b] ]

No entry '.soundNear'.

Size: '/' not an array

No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/sarosa.seaTexture'.

'/' is not a value

errors in the binarizing log file with the config you suggested. Also textures are not working as well huh.gif

Any idea?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches

{

class sarosa

{

units[] = {};

weapons[] = {};

worlds[] = {"sarosa"};

requiredVersion = 1.0;

requiredAddons[]={"Sara"};

};

};

class CfgWorlds

{

class CAWorld;

class Sara: CAWorld

{

class Grid;

};

class sarosa: Sara

{

cutscenes[] = {""};

description = "SarosAwithnewconfig";

worldName = "\sarosa\sarosa.wrp";

plateFormat = "MB - $$ - ##";

class Grid: Grid

{

offsetX = 0;

offsetY = -15360;

class Zoom1

{

zoomMax = 1;

format = "XY";

formatX = "A";

formatY = "0";

stepX = 2000;

stepY = 2000;

};

class Zoom2

{

zoomMax = 0.5;

format = "XY";

formatX = "Aa";

formatY = "00";

stepX = 500;

stepY = 500;

};

};

seagullPos[] = {1272.842041,150.000000,14034.961914};

centerPosition[] = {2500,2500,300};

minRocksInRockSquare = 4;

};

};

class CfgWorldList

{

class sarosa {};

};

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so it worked before crawler?

change cutscenes[] = {""}; to cutscenes[] = {};

if you dont use one.

can you please post your old config in pastebin

and do you load the old config with another pbo in addition by chance?

pm the whole stuff if you want.

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Hello Q, can you help me please with that trouble , posted above?

I have really no clue how to become Textures visible ingame, in Buldozer all textures are visible, but ingame it says that the layers are not existing and the layers folder is not existing also in my Data folder after the import process has been finished succesful.

But I have a further unexpected problem what I havent had before...I thing its up to the new Version of Visitor 3. When I import the layers on the Island I have no layers folder in my Data folder, so there are no layers on the Island...can you tell me please how to import layers with the new Visitor version?

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My visitor knowledge is very limited. Did you PM Opteryx?

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Not yet, but I will do...thanks for your support..I havent fixed my problem as you havent replied my today...

regards

Memphis

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Quote[/b] ]When I import the layers on the Island I have no layers folder in my Data folder, so there are no layers on the Island...can you tell me please how to import layers with the new Visitor version?

Check your Tools | Project Preferences to make sure your folder - textures is correct.   You may want to check your P: drive to locate the missing files.  I've made this error a few time myself  crazy_o.gif

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Oh dear...I am such an ***** sure...I totaly forgot to check that option...havent created Islands for a time and forgot nearyl all again... banghead.gif

Thanks for supporting me....

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.........

well it worked fine before I switched to sara and deleted all the clutter and plant and insect probabilities.

BinPBO errors out as well..

posted in pastebin..

earlier it looked like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define ReadAndWrite 0 //! any modifications enabled

#define ReadAndCreate 1 //! only adding new class members is allowed

#define ReadOnly 2 //! no modifications enabled

#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied

class CfgPatches

{

class SarosA

{

units[] = {SarosA};

weapons[] = {};

requiredVersion = 0.10;

requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};

};

};

class DefaultLighting;

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds

{

 class DefaultClutter

 {

   scaleMin = 0.9;

   scaleMax = 1.4;

 };

 class DefaultWorld;

 class CAWorld : DefaultWorld

 {

   class Grid {};

 };

 class SarosA: CAWorld

{

access = ReadOnlyVerified;

worldId=3;

cutscenes[] = {DesertIntro1};

description = "Saros_Alpha_v1";

icon="";

worldName=\SarosA\SarosA.wrp;

pictureMap = "";

pictureShot = "";

plateFormat="ML$ - #####";

plateLetters="ABCDEGHIKLMNOPRSTVXZ";

longitude = -40; // positive is east

latitude = -40; // positive is south

// landRange is stored directly in WRP file

//New 6-figure grid system

class Grid {

offsetX = 0;

offsetY = 0;

class Zoom0 {

zoomMax = 0.6;

format = "XY";

formatX = "00";

formatY = "Aa";

stepX = 1000;

stepY = 1000;

};

class Zoom1 {

zoomMax = 1.0;

format = "XY";

formatX = "0";

formatY = "A";

stepX = 4000;

stepY = 4000;

};

};

startTime = 10:30;

startDate = 01/05/2008;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {7500,150,2500};

//default center position

centerPosition[] = {1500,3500,300};

   class ReplaceObjects {};

   // sound sources

   class Sounds

   {

    sounds[]={};

   };

   class Animation

   {

     vehicles[]={};

   }; // default - no film

   class Lighting : DefaultLighting {};

   clutterGrid = 1.11;//pred demem to bylo 1.5

   /// how far clutters are visible

   clutterDist = 300;

   noDetailDist = 1000;

   /// where ground detail texture is fully visible (begin fading out)

   fullDetailDist = 700;

   minTreesInForestSquare = 3;

   minRocksInRockSquare = 4;

   class clutter

   {

     class GrassGeneral: DefaultClutter

     {

       model="ca\plants\clutter_grass_general.p3d";

       affectedByWind = 0.3;

       swLighting = true;        //relativeColor[]={0.8,0.8,0.8,0};

       //colorByGround=0.9;

       scaleMin = 0.75;

       scaleMax = 1.0;

     };

     class GrassFlowers: GrassGeneral

     {

       model="ca\plants\clutter_grass_flowers.p3d";

     };

     class GrassLong: GrassGeneral

     {

       model="ca\plants\clutter_grass_long.p3d";

       affectedByWind = 0.6;

       scaleMin = 0.60;

       scaleMax = 1.10;

     };

     class GrassSevenbeauty: GrassGeneral

     {

       model="ca\plants\clutter_grass_sevenbaeuty.p3d";

       affectedByWind = 0.2;

       scaleMin = 0.70;

       scaleMax = 1.10;

     };

     class GrassYellow: GrassGeneral

     {

       model="ca\plants\clutter_grass_yellow.p3d";

       affectedByWind = 0.2;

       scaleMin = 0.70;

       scaleMax = 1.10;

     };

     class GrassDesert: GrassGeneral

     {

       model="ca\plants\clutter_grass_desert.p3d";

     };

     class ForestFern: GrassGeneral

     {

       model="ca\plants\clutter_forest_fern.p3d";

       affectedByWind = 0.1;

       scaleMin = 0.90;

       scaleMax = 1.10;

     };

     class SmallRocks: GrassGeneral

     {

       model="ca\rocks\clutter_stone_small.p3d";

       affectedByWind = 0;

       scaleMin = 0.90;

       scaleMax = 1.10;

     };

     class FlowersColor: GrassGeneral

     {

       model="ca\plants\clutter_smetanka.p3d";

     };

     class FlowersWhite: GrassGeneral

     {

       model="ca\plants\clutter_white_flower.p3d";

     };

     class MushroomsHorcak: GrassGeneral

     {

       model="ca\plants\clutter_horcak.p3d";

       affectedByWind = 0;

       scaleMin = 0.85;

       scaleMax = 1.25;

     };

     

     class MushroomsPrasivka: MushroomsHorcak

     {

       model="ca\plants\clutter_prasivky.p3d";

     };

     

     class MushroomsBabka: MushroomsHorcak

     {

       model="ca\plants\clutter_babka.p3d";

     };

     

     class MushroomsMuchomurka: MushroomsHorcak

     {

       model="ca\plants\clutter_muchomurka.p3d";

     };

   };

class Subdivision

{

// fractal component of subdivision

// changes are smaller for smaller rectangles

class Fractal

{

// texture roughness factor

rougness = 4;

// max. value for squares containing road

maxRoad = 0.02;

// max. value for squares containing track

maxTrack = 0.50;

// max. coeficient depending on slope

maxSlopeFactor = 0.05;

};

// white noise component of subdivision

// change size is independent on rectangle size

class WhiteNoise

{

rougness = 2;

// max. value for squares containing road

maxRoad = 0.01;

// max. value for squares containing track

maxTrack = 0.05;

// max. coeficient depending on slope

maxSlopeFactor = 0.0025;

};

// do not divide surfaces that are under given limit

minY = -0.0;

// do not divide flat surfaces

minSlope = 0.02;

};

class Ambient

   {

     /*

 Layer cost and species probability use expressions.

 Variables which can be used inside of expressions:

       rain: rain intensity.

       night: 1 during night, 0 during day.

       hills: 0 at 150 ASL, 1 at 400 ASL.

       windy: 0 at 0 m/s, 1 at 20 m/s.

       trees: tree density.

       sea: distance to sea.

       houses: house density.

       meadow: meadow character.

       forest: 1 in the forest.

     Any values are continuous/interpolated in the range of 0 to 1.

     Values they are independent unless notes otherwise

     (meaning meadow and forest can be 1 at the same time).

     You can observe these values in real-time using:

      diag_toggle "ambient"

     */

 class BigBirds

 {

   //Container radius:

    //Species are normally spawned at the edges of the circle defined by this radius.

    //One exception to this is the initial start of the simulation, where the whole

    //circle will be filled.

   radius = 300;

   //Points allowed for this container:

   //Xbox: 1 * (1 - night) * (1 - sea)

   cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

   //Classname in Species corresponds to type name:

   class Species

   {

     class Hawk

     {

       probability = 0.2;

       cost = 1;

     };

   };

 };

 class Birds

 {

   radius = 170;

   //Xbox: (1 - night) * (2 + 8 * sea)

   cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

   class Species

   {

     class Seagull

     {

       probability = 0.2;

       cost = 1;

     };

   };

 };

 class BigInsects

 {

   radius = 20;

   //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)

   cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

   class Species

   {

     class DragonFly

     {

       probability = 0.6 - (meadow * 0.5) + (forest * 0.4);

       cost = 1;

     };

     class ButterFly

     {

       probability = 0.4 + (meadow * 0.5) - (forest * 0.4);

       cost = 1;

     };

   };

 };

 class BigInsectsAquatic

 {

  radius = 20;

  cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

  class Species

  {

  class DragonFly

  {

  probability = 1;

  cost = 1;

  };

  };

 };

 //The wind is blowing various particles around:

 class WindClutter

 {

   radius = 10;

   //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])

   cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

   class Species

   {

     class FxWindGrass1 //Dark green grass.

     {

       probability = "0.4 - 0.2 * hills - 0.2 * trees";

       cost = 1;

     };

     class FxWindGrass2 //Dry grass.

     {

       probability = "0.4 - 0.2 * hills - 0.2 * trees";

       cost = 1;

     };

     class FxWindRock1 //Dust.

     {

       probability="0.4 * hills";

       cost = 1;

     };

     class FxWindLeaf1 //Green leaf.

     {

       probability = "0.2 * trees";

       cost = 1;

     };

     class FxWindLeaf2 //Dry leaf.

     {

       probability = "0.1 * trees + 0.2";

       cost = 1;

     };

     class FxWindLeaf3 //Green leaf with a dry spot.

     {

       probability = "0.1 * trees";

       cost = 1;

     };

   };

 };

 class NoWindClutter

 {

  //Xbox: 10

   radius = 15;

   //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))

   cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

   class Species

   {

     class FxWindPollen1

     {

       probability = 1;

       cost = 1;

     };

   };

 };

 class SmallInsects

 {

   radius = 3;

   //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)

   cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

   class Species

   {

     class HouseFly

     {

       probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

       cost = 1;

     };

     class HoneyBee

     {

       probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

       cost = 1;

     };

     class Mosquito

     {

       probability = "(1 - deadBody) * (0.2 * forest)";

       cost = 1;

     };

   };

 };

 class NightInsects

 {

   radius = 3;

   cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

   class Species

   {

     class Mosquito

     {

       probability = 1;

       cost = 1;

     };

   };

 };

};

   class Names

   {

#include "SarosA.hpp"

   };

 };

};

class CfgWorldList

{

class SarosA {};

};

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well thats not really a solution, yet you can come back to this

problem once you have finished the rest. wink_o.gif

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Make sure you keep looking for the solution, as binarizing makes a huge difference to the performance of the island ingame smile_o.gif I had the same problem when I binarized, I lost all my ground clutter. It turned out to be a small error in the syntax of my cpp file. Plus I was using paa files when I should have used png for clutter textures

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Guest RKSL-Rock
Why should someone binarize his project?...

Because it:

a) Massively improves ingame performance

b) Reduces load times

c) Fixes/highlights any errors in the output log so he can ensure its error free before release.

d) Reduces file size for downloads

All of which are pretty damn good reasons to binarise. There’s no real reason not to.

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