Jump to content
Sign in to follow this  
bravo 6

Clutter Grass behaviour..

Recommended Posts

I didn't know exactly where to post this question.

It might seem a strange question but here it goes:

Can a grass/vegetation Clutter Not "bend over" if the soldier goes into prone position?

In 1st ArmA versions we had this exact problem because when we went into prone position the grass wouldn't 'bend over' and we wouldn't be able to see anything trough the tall grass. On recent versions this "issue" was "improved".

Now what i pretend is to be able to control this behavior.

Is this possible to control it? Of course, without removing the possibility to have them "swing in the wind".

Share this post


Link to post
Share on other sites

yeah you can set it so it doesn't bend, in the geo lod add property : class = bush. This will prevent it from flattening when in the prone position. I don't know if you could control it ingame though, best way is to crouch and move slowly forward so you don't stand up.

Share this post


Link to post
Share on other sites

this goes for grass also.

for some wierd reason i dont get grass on bulldozer or ingame (pbo'ed)

heres the part from config

http://pastebin.com/m3d4a2acd

(mask is using green, aka lawn)

((and yep i will add xx_ or something in front of the names smile_o.gif ))

Share this post


Link to post
Share on other sites

http://pastebin.com/m2002c9b8

--------------------------

be sure your texture called dren_lawn_co, dren_lawn_nohq, dren_lawn_mco for example and be sure the names are present in layer.cfg and detailtexture rvmats

Share this post


Link to post
Share on other sites

But shouldnt they still work even with default arma names?

Or to work they need to have different class names?

Share this post


Link to post
Share on other sites

there's a little trick that you can use: set the wind effect to 0, so:

affectedByWind = 0;

in this way they will stay in their position even if you go prone, but you will loose the swaying effect

Share this post


Link to post
Share on other sites

looks like your using a AA pre defined setting for your grass clutter.

Quote[/b] ]class lawn : Default

{

access = 2;

files = "lawn_*";

rough = 0.1;

dust = 0.2;

soundEnviron = "grass";

character = "GrassClutter";

};

};

class CfgSurfaceCharacters

{

class GrassClutter

{

probability[] = {0.40, 0.05, 0.05};

names[] = {"GrassLong", "ForrestFern", "FlowersWhite"};

};

};

change "GrassClutter" to eg: DrenClutter

this will remove the conflict.

Share this post


Link to post
Share on other sites

The Geometry (class = bush) is just for objects it does not work with clutters.

So, did anyone come up with a concrete solution to this question?

I remember:

How can i make grass/vegetation Clutter Not "bend over" when a soldier goes into prone position?

Share this post


Link to post
Share on other sites

as I said:

there's a little trick that you can use: set the wind effect to 0, so:

affectedByWind = 0;

in this way they will stay in their position even if you go prone, but you will loose the swaying effect

you have to decide

Share this post


Link to post
Share on other sites

Isn't there another solution to this subject without loosing the swing effect?

I want my grass to swing but its small enough to block humans sight, so it does not make much sense to "bend over".

Another thing: if the Clutter have the "affectedByWind = 0;"

will the terrain have FTP FPS improvements?

edit:

Edited by bravo 6
trypo, typo 2

Share this post


Link to post
Share on other sites

FTP? FPS? Not much probably.

Share this post


Link to post
Share on other sites

yup FPS.

Keyboard dyslexia is a pain. :stuck:

Anyway, I'm glad to know that in ArmA2 we will have this problem solved :D

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×