OChristie 0 Posted October 12, 2008 @All I am making a new map at the moment and an easier way than manually placing all the plants and rocks in visitor! I heard of a way that you can define the objects to show up via the config and your RVMAT files aswell as your mask and your layers.cfg!!!!!! But i am very stuck on how to get that to work!!! I have attached my Config, my Layers.cfg, my Mask_LCO!! 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 trava  {   texture = "bknt_pakistan_40km\data\trava_mco.paa";   material="bknt_pakistan_40km\data\trava.rvmat";  };  class travanf  {   texture = "bknt_pakistan_40km\data\travanf_mco.paa";   material="bknt_pakistan_40km\data\travanf.rvmat";  };  class pisekplaz  {   texture = "bknt_pakistan_40km\data\pisekplaz_mco.paa";   material="bknt_pakistan_40km\data\pisekplaz.rvmat";  };  class pole1  {   texture = "bknt_pakistan_40km\data\pole1_mco.paa";   material="bknt_pakistan_40km\data\pole1.rvmat";  };  class travajih  {   texture = "bknt_pakistan_40km\data\travajih_mco.paa";   material="bknt_pakistan_40km\data\travajih.rvmat";  };  class fieldtravajih  {   texture = "bknt_pakistan_40km\data\fieldtravajih_mco.paa";   material="bknt_pakistan_40km\data\fieldtravajih.rvmat";  };  class lawn  {   texture = "bknt_pakistan_40km\data\lawn_mco.paa";   material="bknt_pakistan_40km\data\lawn.rvmat";  };  class mesto  {   texture = "bknt_pakistan_40km\data\mesto_mco.paa";   material="bknt_pakistan_40km\data\mesto.rvmat";  };  class lesjeh  {   texture = "bknt_pakistan_40km\data\lesjeh_mco.paa";   material="bknt_pakistan_40km\data\lesjeh.rvmat";  };  class leslist  {   texture = "bknt_pakistan_40km\data\leslist_mco.paa";   material="bknt_pakistan_40km\data\leslist.rvmat";  };  class skalaj  {   texture = "bknt_pakistan_40km\data\skalaj_mco.paa";   material="bknt_pakistan_40km\data\skalaj.rvmat";  }; }; class Legend { picture="bknt_pakistan_40km\Source\mapLegend.png"; class Colors {   /// color names should correspond to surface layer names   travajih[]={{255,255,0}};   fieldtravajih[]={{255,255,0}};     pole1[]={{0,255,0}};   pisekplaz[]={{255,0,0}};   pole1[]={{255,255,255}};   trava[]={{255,0,255,}};   travanf[]={{255,0,255,}};   lawn[]={{0,255,0}};   mesto[]={{255,0,0}};   lesjeh[]={{0,0,255}};   leslist[]={{0,255,0}};   skalaj[]={{255,255,255}}; } }; Config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class bknt_pakistan_40km { units[] = {}; worlds[] = {bknt_pakistan_40km}; requiredVersion = 0.1; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgSurfaces    { class Default {}; class water {}; class lawn : Default { access = ReadOnly; files = "lawn_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "lawnClutter";     }; class fieldtravajih : Default { access = ReadOnly; files = "fieldtravajih_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "fieldtravajihClutter";     }; class travanf : Default { access = ReadOnly; files = "travanf_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "travanfClutter";     }; }; class CfgSurfaceCharacters { class lawnClutter { probability[] = {0.98}; names[] = {"lawnClutter"}; }; class fieldtravajihClutter { probability[] = {0.99}; names[] = {"fieldtravajihClutter"}; }; class travanfClutter { probability[] = {0.99}; names[] = {"travanfClutter"}; }; }; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class bknt_pakistan_40km : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "Pakistan (40km x 40km)"; icon = ""; worldName = "\bknt_pakistan_40km\bknt_pakistan_40km.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 06:00; startDate = 07/07/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; 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  lawnClutter : DefaultClutter { model = "ca\plants\clutter_trava_dlouha.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.5; scaleMax = 0.7; }; class  fieldtravajihClutter : DefaultClutter { model = "ca\plants\clutter_grass_desert.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.2; }; class  travanfClutter : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.2; scaleMin = .5; scaleMax = 0.9; }; ///Note Change above++++++++++++++++++++++++++++++++++++++++++++++++++ class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; 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 = 0.6; 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 = 1.0; scaleMax = 2.0; }; 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; }; 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; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; 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[] = {2713.62, 2140.92}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {2446.09, 3038.29}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {356,333}; type = "vegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_4 { name = ""; position[] = {3050,959}; type = "vegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_5 { name = ""; position[] = {162,3284}; type = "vegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_6 { name = ""; position[] = {2940.52, 2923.19}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class bknt_pakistan_40km {}; }; Mask_LCO http://farm4.static.flickr.com/3290/2934750981_3ef5ae6bc7_b.jpg 1024 x 1024 Please, can somebody help me i am really trying to save time by defining it all in the config! Thank You blackknight63 Share this post Link to post Share on other sites