Symbiot 0 Posted August 21, 2008 Work in progress Screens were taken with normal resolution version, high resolution version will be released too. http://img261.imageshack.us/my.php?image=arma2008082123474070lt0.jpg http://img99.imageshack.us/my.php?image=arma2008082123373754qq5.jpg http://img99.imageshack.us/my.php?image=arma2008082123491000bm5.jpg http://img505.imageshack.us/my.php?image=arma2008082123472107rc2.jpg http://img505.imageshack.us/my.php?image=arma2008082123471171tk5.jpg http://img257.imageshack.us/my.php?image=arma2008082123413198wq4.jpg http://img99.imageshack.us/my.php?image=arma2008082123393981vs4.jpg http://img99.imageshack.us/my.php?image=arma2008082123390534sy9.jpg http://img255.imageshack.us/my.php?image=arma2008082123382384np7.jpg And some fisheyes  http://img257.imageshack.us/my.php?image=arma2008082123503901as4.jpg http://img99.imageshack.us/my.php?image=arma2008082123501737hl5.jpg http://img261.imageshack.us/my.php?image=arma2008082123505812vy4.jpg Share this post Link to post Share on other sites
toadball 35 Posted August 21, 2008 the screens look very good, could you divulge anymore information about the island and your plans for it? Share this post Link to post Share on other sites
ravendk 25 Posted August 21, 2008 Wow. very nice! Keep up the good work! Share this post Link to post Share on other sites
malick 0 Posted August 22, 2008 Very nice work Symbiot ! We'll soon fly over Le Moule in Su25 and Mi24, hunting for M1s ! Malick Share this post Link to post Share on other sites
Symbiot 0 Posted September 3, 2008 Guys, i need your help ! I've tryed to make some custom clutters, i've copied all needed parts class Clutter  { class CfgSurfaces  { class CfgSurfaceCharacters  { from Ca config, Sara config, Porto config and CWR Malden config (they have nearly the same config). And i've adopted it to my needs, i've used default clutters but texture names was changed. Anyway after all this manipulations i can't see it ingame, texture surface has no clutters at all !!! Help me plz to find there the problem is ! Short Description - layers .cfg - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers {  class SandBeachEden  {   texture = "ca\ca_eden\data\EDpisekplaz_mco.paa";   material="ca\ca_eden\data\SandBeachEden.rvmat";  };  class SandGeneralEden  {   texture = "ca\ca_eden\data\EDpisek_mco.paa";   material="ca\ca_eden\data\SandGeneralEden.rvmat";  };  class high_trava  {   texture = "ca\ca_eden\data\EDtravajih_mco.paa";   material="ca\ca_eden\data\high_trava.rvmat";  };  class GrassEden  {   texture = "ca\ca_eden\data\EDtrava_mco.paa";   material="ca\ca_eden\data\GrassEden.rvmat";  };  class ForestNeedlesEden  {   texture = "ca\ca_eden\data\EDlesjeh_mco.paa";   material="ca\ca_eden\data\ForestNeedlesEden.rvmat";  };  class CityGroundEden  {   texture = "ca\ca_eden\data\EDmesto_mco.paa";   material="ca\ca_eden\data\CityGroundEden.rvmat";  };  class RockNorthEden  {   texture = "ca\ca_eden\data\EDskalas_mco.paa";   material="ca\ca_eden\data\RockNorthEden.rvmat";  };  class Field1Eden  {   texture = "ca\ca_eden\data\EDpole1_mco.paa";   material="ca\ca_eden\data\Field1Eden.rvmat";  }; }; class Legend {  picture="ca\SampleMap\Source\mapLegend.png";  class Colors  { SandBeachEden[]={{255,255,0}}; SandGeneralEden[]={{128,128,0}}; high_trava[]={{255,0,255}}; GrassEden[]={{0,255,0},{0,128,0}}; ForestNeedlesEden[]={{255,128,255}}; CityGroundEden[]={{100,100,100},{0,0,255}}; RockNorthEden[]={{255,0,0}}; Field1Eden[]={{0,0,0},{99,55,0}};  }; }; All used textures and rvmats are in ca\ca_eden\data, all paths are 100% correct. Config.cpp - <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 ca_eden { units[] = {}; weapons[] = {}; worlds[] = {"Eden" }; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class CfgMaterials {  class Water  {    PixelShaderID = "Water";    VertexShaderID = "Water";    ambient[] = {0.016, 0.0264, 0.016, 0.6};    diffuse[] = {0.121, 0.114, 0.102, 0.4};     forcedDiffuse[] = {0, 0, 0, 0};    specular[] = {1, 1, 1, 0};    specularPower = 4;    emmisive[] = {0, 0, 0, 0}; class Shore { ambient[] = {0.77,0.60,0.27, 0.6}; diffuse[] = {0.77,0.60,0.27, 0.7}; }; class ShoreFoam { ambient[] = {0.77,0.60,0.27, 0.6}; diffuse[] = {0.77,0.60,0.27, 0.7}; }; class ShoreWet { };       class Stage1    {     texture = "#(rgb,8,8,3)color(0.5,0.5,1.0,1)";     uvSource = "texWaterAnim";          class uvTransform     {       aside[] = {0, 4, 0};       up[] = {4, 0, 0};       dir[] = {0, 0, 4};       pos[] = {0.2, 0.5, 0};     };    };    class Stage3    {     texture = "#(ai,16,64,1)waterirradiance(16)";     uvSource = "none";    };       class Stage4    {     texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";     uvSource = "none";    };       class Stage5    {     texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";     uvSource = "none";    };  }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgLocationTypes; //Extended class CfgWorlds {  class DefaultClutter {   scaleMin = 0.900000;   scaleMax = 1.400000;  };  class DefaultWorld;  class CAWorld : DefaultWorld  {   class Grid {};  }; class ca_eden: CAWorld {  access = ReadOnlyVerified;  worldId=3; cutscenes[] = {ca_edenIntro1}; description = "CA Eden"; icon=""; worldName=\ca\ca_eden\ca_eden.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file 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 = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850,  2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false;   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 = 55;   noDetailDist = 40;   /// where ground detail texture is fully visible (begin fading out)   fullDetailDist = 5;   minTreesInForestSquare = 3;   minRocksInRockSquare = 4; class clutter  { class GrassGeneral  : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.300000; swLighting = 1; scaleMin = 0.750000; scaleMax = 1.000000; }; class EdenGrassFlowers  : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class EdenGrassLong  : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.600000; scaleMin = 0.600000; scaleMax = 1.100000; }; class EdenGrassSevenbeauty  : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class EdenGrassYellow  : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class EdenGrassDesert  : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class EdenForestFern  : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.100000; scaleMin = 0.900000; scaleMax = 1.100000; }; class EdenSmallRocks  : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.900000; scaleMax = 1.100000; }; class EdenFlowersColor  : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class EdenFlowersWhite  : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class EdenMushroomsHorcak  : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.850000; scaleMax = 1.250000; }; }; class Subdivision { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // 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 = 270;   //Xbox: (1 - night) * (2 + 8 * sea)   cost = "(1 - night) * ((3 + (10 * sea)) - (4 * rain))";   class Species   {    class Seagull    {     probability = 0.6;     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   { class SaintPhillippe { name = "Saint Phillippe"; position[] = {4674,10730,50 }; }; class Regina { name = "Regina"; position[] = {7197,2347,50 }; }; class Meaux { name = "Meaux"; position[] = {4524,9549,100 }; }; class Tyrone { name = "Tyrone"; position[] = {4946,9056,50 }; }; class Montignac { name = "Montignac"; position[] = {4935,6994,50 }; }; class Gravette { name = "Gravette"; position[] = {4112,7772,50 }; }; class EnreDeux { name = "Entre Deux"; position[] = {5735,7059,100 }; }; class Provins { name = "Provins"; position[] = {5501,6050,50 }; }; class Chotain { name = "Chotain"; position[] = {7057,5987,50 }; }; class Laruns { name = "Laruns"; position[] = {7556,5558,50 }; }; class Figari { name = "Figari"; position[] = {5283,5375,50 }; }; class LeMoule { name = "Le Moule"; position[] = {2590,5384,50 }; }; class Morton { name = "Morton"; position[] = {5134,3955,100 }; }; class Lamentin { name = "Lamentin"; position[] = {1333,5962,100 }; }; class Levie { name = "Levie"; position[] = {7554,4737,10 }; }; class Durras { name = "Durras"; position[] = {8835,2710,50 }; }; class Vernon { name = "Vernon"; position[] = {9142,2159,50 }; }; class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; };   };  }; }; class CfgSurfaces  { class Default  { }; class Water  { }; class GrassEden  : Default { access = 2; files = "EDtrava_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "EdenGrassClutter"; }; class ForestNeedlesEden  : Default { access = 2; files = "EDlesjeh*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "EdenForestNeedlesClutter"; }; class CityGroundEden  : Default { access = 2; files = "EDmesto*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class Field1Eden  : Default { access = 2; files = "EDpole1*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "EdenSparseWeedsClutter"; }; class RockNorthEden  : Default { access = 2; files = "EDskalas*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class SandBeachEden  : Default { access = 2; files = "EDpisekplaz*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class SandGeneralEden  : Default { access = 2; files = "EDpisek_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "EdenSandGeneralClutter"; }; }; class CfgSurfaceCharacters  { class Empty  { probability[] = {}; names[] = {}; }; class EdenGrassClutter  { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"EdenGrassGeneral","EdenFlowersColor","EdenGrassLong","EdenGrassSevenbeauty" }; }; class EdenSandGeneralClutter  { probability[] = {0.010000,0.050000 }; names[] = {"EdenGrassLong","EdenSmallRocks" }; }; class EdenForestNeedlesClutter  { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"EdenForestFern","EdenGrassLong","EdenGrassFlowers","EdenSmallRocks","EdenMushroomsHorcak","EdenMushroomsPrasivka","EdenMushroomsMuchomurka" }; }; class EdenSparseWeedsClutter  { probability[] = {0.020000 }; names[] = {"EdenFlowersWhite" }; }; }; class CfgWorldList { class ca_eden {}; }; class CfgMissions {  class Cutscenes  {   class ca_edenIntro1   {    directory = "ca\ca_eden\data\scenes\intro.ca_eden";   };  }; }; Share this post Link to post Share on other sites
gsleighter 0 Posted September 3, 2008 I had this problem, turned out my terrain detail was set to low. I'm terrible with config files, but maybe it's not the config? Share this post Link to post Share on other sites
Symbiot 0 Posted September 3, 2008 I had this problem, turned out my terrain detail was set to low. I'm terrible with config files, but maybe it's not the config? LoL, nice try but nope, everything is set on maximum. I know iT iS config problem, because it's disappeared after my manipulations. Share this post Link to post Share on other sites
.kju 3245 Posted September 3, 2008 there is no EdenGrassGeneral class Share this post Link to post Share on other sites
mrcash2009 0 Posted September 3, 2008 Dare i say this looks a bit like a "Schmalfelden Island" as apposed to the map version. My point is ... very nice indeed! Any chance of some screenies on the ground as it where in some locations? Share this post Link to post Share on other sites
Symbiot 0 Posted September 3, 2008 Any chance of some screenies on the ground as it where in some locations? Sure but first i need to find a solution to fix this damn clutters. I've changed everything and it still to not work ingame. DAMN all names of textures, materials and configs are changed and 100% custom textures and materials have the same prefixes all paths are correct can't understand WTF - there is no grass, rocks and mushrooms on texture surface here is a new configs Layers - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers {  class FSEden_SandBeach  {   texture = "ca\FSeden\data\FSEden_SandBeach_mco.paa";   material="ca\FSeden\data\FSEden_SandBeach.rvmat";  };  class FSEden_SandGeneral  {   texture = "ca\FSeden\data\FSEden_SandGeneral_mco.paa";   material="ca\FSeden\data\FSEden_SandGeneral.rvmat";  };  class high_trava  {   texture = "ca\FSeden\data\high_trava_mco.paa";   material="ca\FSeden\data\high_trava.rvmat";  };  class FSEden_Grass  {   texture = "ca\FSeden\data\FSEden_Grass_mco.paa";   material="ca\FSeden\data\FSEden_Grass.rvmat";  };  class FSEden_ForestNeedles  {   texture = "ca\FSeden\data\FSEden_ForestNeedles_mco.paa";   material="ca\FSeden\data\FSEden_ForestNeedles.rvmat";  };  class FSEden_CityGround  {   texture = "ca\FSeden\data\FSEden_CityGround_mco.paa";   material="ca\FSeden\data\FSEden_CityGround.rvmat";  };  class FSEden_RockNorth  {   texture = "ca\FSeden\data\FSEden_RockNorth_mco.paa";   material="ca\FSeden\data\FSEden_RockNorth.rvmat";  };  class FSEden_Field1  {   texture = "ca\FSeden\data\FSEden_Field1_mco.paa";   material="ca\FSeden\data\FSEden_Field1.rvmat";  }; }; class Legend {  picture="ca\SampleMap\Source\mapLegend.png";  class Colors  { FSEden_SandBeach[]={{255,255,0}}; FSEden_SandGeneral[]={{128,128,0}}; FShigh_trava[]={{255,0,255}}; FSEden_Grass[]={{0,255,0},{0,128,0}}; FSEden_ForestNeedles[]={{255,128,255}}; FSEden_CityGround[]={{100,100,100},{0,0,255}}; FSEden_RockNorth[]={{255,0,0}}; FSEden_Field1[]={{0,0,0},{99,55,0}};  }; }; config.cpp - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches  { class FSeden  { units[] = {"FSeden" }; weapons[] = {}; requiredVersion = 1.10000; requiredAddons[] = {"CAData","CABuildings","CAMisc","CAPlants","CARoads","CARocks" }; }; }; class CfgLocationTypes; //Extended class DefaultLighting; //Extended class DefaultLighting_CA  : DefaultLighting { }; class CfgWorlds  { class DefaultClutter  { scaleMin = 0.900000; scaleMax = 1.400000; }; class DefaultWorld; //Extended class CAWorld  : DefaultWorld { class Grid  { }; }; class FSeden  : CAWorld { access = 3; worldId = 3; cutscenes[] = {"FSedenIntro1" }; description = "FSEden"; icon = ""; worldName = "\ca\FSeden\FSeden.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "3D$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; latitude = -40; class Grid  : Grid { offsetX = 0; offsetY = -15360; class Zoom1  { zoomMax = 0.500000; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2  { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = "8:30"; startDate = "01/05/1985"; startWeather = 0.100000; startFog = 0.000000; forecastWeather = 0.300000; forecastFog = 0.000000; seagullPos[] = {1272.842041,150.000000,14034.961914 }; centerPosition[] = {2500,2500,300 }; ilsPosition[] = {1929,1684,5 }; ilsDirection[] = {-0.700000,0.080000,-0.600000 }; ilsTaxiIn[] = {2257,1878,1985,1651,1968,1655,1947,1679,1950,1700 }; ilsTaxiOff[] = {2188,1899,2460,2127,2473,2125,2495,2097,2494,2077,2257,1878 }; drawTaxiway = 1; class clutter  {   class FSEden_GrassGeneral  : DefaultClutter {         model = "ca\plants\clutter_grass_general.p3d";         affectedByWind = 0.300000;         swLighting = 1;         scaleMin = 0.750000;         scaleMax = 1.000000;       };       class FSEden_GrassFlowers  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_flowers.p3d";       };       class FSEden_GrassLong  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_long.p3d";         affectedByWind = 0.600000;         scaleMin = 0.600000;         scaleMax = 1.100000;       };       class FSEden_GrassSevenbeauty  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_sevenbaeuty.p3d";         affectedByWind = 0.100000;         scaleMin = 0.700000;         scaleMax = 1.100000;       };       class FSEden_GrassYellow  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_yellow.p3d";         affectedByWind = 0.100000;         scaleMin = 0.700000;         scaleMax = 1.100000;       };       class FSEden_GrassDesert  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_desert.p3d";       };       class FSEden_ForestFern  : FSEden_GrassGeneral {         model = "ca\plants\clutter_forest_fern.p3d";         affectedByWind = 0.100000;         scaleMin = 0.900000;         scaleMax = 1.100000;       };       class FSEden_SmallRocks  : FSEden_GrassGeneral {         model = "ca\rocks\clutter_stone_small.p3d";         affectedByWind = 0;         scaleMin = 0.900000;         scaleMax = 1.100000;       };       class FSEden_FlowersColor  : FSEden_GrassGeneral {         model = "ca\plants\clutter_smetanka.p3d";       };       class FSEden_FlowersWhite  : FSEden_GrassGeneral {         model = "ca\plants\clutter_white_flower.p3d";       };       class FSEden_MushroomsHorcak  : FSEden_GrassGeneral {         model = "ca\plants\clutter_horcak.p3d";         affectedByWind = 0;         scaleMin = 0.850000;         scaleMax = 1.250000;       }; }; class ReplaceObjects  { }; class Sounds  { sounds[] = {}; }; class Animation  { vehicles[] = {}; }; class Lighting  : DefaultLighting { }; clutterGrid = 1.110000; clutterDist = 60; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class Subdivision  { class Fractal  { rougness = 5; maxRoad = 0.020000; maxTrack = 0.500000; maxSlopeFactor = 0.050000; }; class WhiteNoise  { rougness = 2; maxRoad = 0.010000; maxTrack = 0.050000; maxSlopeFactor = 0.002500; }; minY = 0.000000; minSlope = 0.020000; }; class Ambient  { class BigBirds  { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species  { class Hawk  { probability = 0.200000; cost = 1; }; }; }; class Birds  { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species  { class Seagull  { probability = 0.200000; 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 SaintPhillippe {         name = "Saint Phillippe";         position[] = {4674,10730,50 };       };       class Regina {         name = "Regina";         position[] = {7197,2347,50 };       };       class Meaux {         name = "Meaux";         position[] = {4524,9549,100 };       };       class Tyrone {         name = "Tyrone";         position[] = {4946,9056,50 };       };       class Montignac {         name = "Montignac";         position[] = {4935,6994,50 };       };       class Gravette {         name = "Gravette";         position[] = {4112,7772,50 };       };       class EnreDeux {         name = "Entre Deux";         position[] = {5735,7059,100 };       };       class Provins {         name = "Provins";         position[] = {5501,6050,50 };       };       class Chotain {         name = "Chotain";         position[] = {7057,5987,50 };       };       class Laruns {         name = "Laruns";         position[] = {7556,5558,50 };       };       class Figari {         name = "Figari";         position[] = {5283,5375,50 };       };       class LeMoule {         name = "Le Moule";         position[] = {2590,5384,50 };       };       class Morton {         name = "Morton";         position[] = {5134,3955,100 };       };       class Lamentin {         name = "Lamentin";         position[] = {1333,5962,100 };       };       class Levie {         name = "Levie";         position[] = {7554,4737,10 };       };       class Durras {         name = "Durras";         position[] = {8835,2710,50 };       };       class Vernon {         name = "Vernon";         position[] = {9142,2159,50 };       };       class SaintPierre {         name = "Saint Pierre";         position[] = {9662,1605,50 };       }; }; }; }; class CfgSurfaces  { class Default  { }; class Water  { };   class FSEden_Grass  : Default {     access = 2;     files = "FSEden_Grass_*";     rough = 0.100000;     dust = 0.100000;     soundEnviron = "grass";     character = "FSEden_GrassClutter";   };   class FSEden_ForestNeedles  : Default {     access = 2;     files = "FSEden_ForestNeedles_*";     rough = 0.200000;     dust = 0.200000;     soundEnviron = "forest";     character = "FSEden_ForestNeedlesClutter";   };   class FSEden_CityGround  : Default {     access = 2;     files = "FSEden_CityGround_*";     rough = 0.010000;     dust = 0.050000;     soundEnviron = "gravel";     character = "Empty";   };   class FSEden_Field1  : Default {     access = 2;     files = "FSEden_Field1_*";     rough = 0.300000;     dust = 0.250000;     soundEnviron = "mud";     character = "FSEden_SparseWeedsClutter";   };   class FSEden_RockNorth  : Default {     access = 2;     files = "FSEden_RockNorth_*";     rough = 0.500000;     dust = 0.200000;     soundEnviron = "rock";     character = "Empty";   };   class FSEden_SandBeach  : Default {     access = 2;     files = "FSEden_SandBeach_*";     rough = 0.100000;     dust = 0.500000;     soundEnviron = "sand";     character = "Empty";   };   class FSEden_SandGeneral  : Default {     access = 2;     files = "FSEden_SandGeneral_*";     rough = 0.100000;     dust = 0.500000;     soundEnviron = "sand";     character = "FSEden_SandGeneralClutter";   }; }; class CfgSurfaceCharacters  {   class FSEden_GrassClutter  {     probability[] = {0.980000,0.030000,0.020000,0.015000 };     names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" };   };   class FSEden_SandGeneralClutter  {     probability[] = {0.010000,0.050000 };     names[] = {"FSEdenGrassLong","FSEdenSmallRocks" };   };   class FSEden_ForestNeedlesClutter  {     probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 };     names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" };   };   class FSEden_SparseWeedsClutter  {     probability[] = {0.020000 };     names[] = {"FSEdenFlowersWhite" };   }; }; class CfgWorldList  { class FSeden  { }; }; class CfgMissions  { class Cutscenes  { class FSedenIntro1  { directory = "ca\FSeden\data\scenes\intro.FSeden"; }; }; }; I have no more ideas what can it be.... 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W0lle 1052 Posted September 3, 2008 You have one closing bracket too much after class names. Your layers file looks ok. Grab the new files here. Maybe this is fixing your problem and we see that nice island of yours soon. Share this post Link to post Share on other sites
Symbiot 0 Posted September 4, 2008 You have one closing bracket too much after class names.Your layers file looks ok. Grab the new files here. Maybe this is fixing your problem and we see that nice island of yours soon. Thx for your help. You have forgot one closing bracket after class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; }; But even after i've fixed it, it dasn't work ((((( Sniffff, dunnnoo what to do Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted September 4, 2008 Hi m8,I think you have these two sections missing. Give it a try.And hopefully something shows up. [class CfgSurfaces { class Default; class FSEden_Grass : Default { files = "enter texture file name here"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "FSEden_Grass"; }; }; class CfgSurfaceCharacters { class FSEden_Grass { probability[] = {0.33, 0.33, 0.33}; names[] = {"FSEden_GrassGeneral", "FSEden_GrassLong", "class FSEden_SmallRocks"}; }; };] Place this after - [class FSeden { units[] = {"FSeden" }; weapons[] = {}; requiredVersion = 1.10000; requiredAddons[] = {"CAData","CABuildings","CAMisc","CAPlants"," CARoads","CARocks" }; }; }; class CfgLocationTypes; //Extended class DefaultLighting; //Extended class DefaultLighting_CA : DefaultLighting { }; ] Share this post Link to post Share on other sites
Symbiot 0 Posted September 4, 2008 Hi m8,I think you have these two sections missing.Give it a try.And hopefully something shows up. [class CfgSurfaces { class Default; class FSEden_Grass : Default { files = "enter texture file name here"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "FSEden_Grass"; }; }; class CfgSurfaceCharacters { class FSEden_Grass { probability[] = {0.33, 0.33, 0.33}; names[] = {"FSEden_GrassGeneral", "FSEden_GrassLong", "class FSEden_SmallRocks"}; }; };] Place this after - [class FSeden  { units[] = {"FSeden" }; weapons[] = {}; requiredVersion = 1.10000; requiredAddons[] = {"CAData","CABuildings","CAMisc","CAPlants"," CARoads","CARocks" }; }; }; class CfgLocationTypes; //Extended class DefaultLighting; //Extended class DefaultLighting_CA  : DefaultLighting { }; ] Hmmm, and what is this in my config Look at the end of my previsious post with a config - Isn't this you are talking about ? <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 Water { }; class FSEden_Grass : Default { access = 2; files = "FSEden_Grass_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "FSEden_GrassClutter"; }; class FSEden_ForestNeedles : Default { access = 2; files = "FSEden_ForestNeedles_*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "FSEden_ForestNeedlesClutter"; }; class FSEden_CityGround : Default { access = 2; files = "FSEden_CityGround_*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class FSEden_Field1 : Default { access = 2; files = "FSEden_Field1_*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "FSEden_SparseWeedsClutter"; }; class FSEden_RockNorth : Default { access = 2; files = "FSEden_RockNorth_*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class FSEden_SandBeach : Default { access = 2; files = "FSEden_SandBeach_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class FSEden_SandGeneral : Default { access = 2; files = "FSEden_SandGeneral_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "FSEden_SandGeneralClutter"; }; }; class CfgSurfaceCharacters { class FSEden_GrassClutter { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" }; }; class FSEden_SandGeneralClutter { probability[] = {0.010000,0.050000 }; names[] = {"FSEdenGrassLong","FSEdenSmallRocks" }; }; class FSEden_ForestNeedlesClutter { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" }; }; class FSEden_SparseWeedsClutter { probability[] = {0.020000 }; names[] = {"FSEdenFlowersWhite" }; }; }; Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted September 4, 2008 Yep, I didnt see that before... Share this post Link to post Share on other sites
Symbiot 0 Posted September 4, 2008 LooooooL i'm a dumbass  class clutter  {  class FSEden _  !!!!! GrassGeneral  : DefaultClutter {        model = "ca\plants\clutter_grass_general.p3d";        affectedByWind = 0.300000;        swLighting = 1;        scaleMin = 0.750000;        scaleMax = 1.000000;      };      class FSEden_  !!!!! GrassFlowers  : FSEden_GrassGeneral {        model = "ca\plants\clutter_grass_flowers.p3d";      };      class FSEden_GrassLong  : FSEden_GrassGeneral {        model = "ca\plants\clutter_grass_long.p3d";        affectedByWind = 0.600000;        scaleMin = 0.600000;        scaleMax = 1.100000;      }; class CfgSurfaceCharacters  {  class FSEden_GrassClutter  {    probability[] = {0.980000,0.030000,0.020000,0.015000 };    names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong"," FSEdenGrassSevenbeauty" };  };  class FSEden_SandGeneralClutter  {    probability[] = {0.010000,0.050000 };    names[] = {"FSEdenGrassLong","FSEdenSmallRocks" };  }; Share this post Link to post Share on other sites
Symbiot 0 Posted September 4, 2008 Problem is fixed, thx to everyone Share this post Link to post Share on other sites
Symbiot 0 Posted September 4, 2008 Low reslution version of Everon Spruces are custom but version is outdated. Grass clutters are default, but tweaked customly Custom models of shrubs will be added in the forest soon. http://img384.imageshack.us/my.php?image=arma2008090420501443bv6.jpg http://img222.imageshack.us/my.php?image=arma2008090420492373vu1.jpg http://img134.imageshack.us/my.php?image=arma2008090420462495ov4.jpg http://img134.imageshack.us/my.php?image=arma2008090420434387yo3.jpg http://img516.imageshack.us/my.php?image=arma2008090420522806rt9.jpg Share this post Link to post Share on other sites
Symbiot 0 Posted September 4, 2008 A few minutes in photoshop, tweaked Stacker's trees texture. Repacked, and voila - Not so heavy dark anymore ! http://img222.imageshack.us/img222/1092/arma2008090421493579zn4.jpg Share this post Link to post Share on other sites
william1 0 Posted September 4, 2008 looks awesome , keep it up the great work Share this post Link to post Share on other sites
luemmel 20 Posted September 4, 2008 awesome! is your to do list long? Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 5, 2008 Man, I can't wait until this comes out. Share this post Link to post Share on other sites
mcpxxl 2 Posted September 5, 2008 going back to the roots :-) looks cool i think i spot some old locations... Share this post Link to post Share on other sites
Symbiot 0 Posted September 5, 2008 http://img98.imageshack.us/my.php?image=arma2008090512233373bx6.jpg http://img301.imageshack.us/my.php?image=arma2008090512241485oe7.jpg http://img356.imageshack.us/my.php?image=arma2008090512231892vs2.jpg http://img356.imageshack.us/my.php?image=arma2008090512200614ar6.jpg http://img98.imageshack.us/my.php?image=arma2008090512195957cn3.jpg http://img98.imageshack.us/my.php?image=arma2008090512192875nz5.jpg http://img356.imageshack.us/my.php?image=arma2008090512253257br8.jpg Share this post Link to post Share on other sites
.kju 3245 Posted September 6, 2008 neeeed its coming along very nicely Symbiot Share this post Link to post Share on other sites