floosy 0 Posted November 29, 2008 Hi all, i m working on my map config. I ve got: -Cfgmaterials.hpp -Cfgpatches.hpp -cfgsurfacecharacters.hpp -cfgsurfaces.hpp -cfgworldlist.hpp -cfgworlds.hpp -config.cpp i modified the sahrani config and verified it, but i can't see the grass models in arma. someone could help me? Quote[/b] ] my cfgsurfaces:class CfgSurfaces { class Default {}; class Water {}; class flooGrass : Default { access = ReadOnly; files = "trava_*"; rough = 0.05; dust = 0.2; soundEnviron = "grass"; character = "flooGrassClutter"; }; class flooSand : Default { access = ReadOnly; files = "pisek_*"; rough = 0.1; dust = 0.5; soundEnviron = "sand"; character = "flooSandClutter"; }; class flooRock : Default { access = ReadOnly; files = "skalaj_*"; rough = 0.01; dust = 0.01; soundEnviron = "rock"; character = "flooRock"; }; class flooville : Default { access = ReadOnly; files = "mesto2_*"; rough = 1; dust = 0.8; soundEnviron = "rock"; character = "flooville"; }; }; and my cfgsurfacescharacters: Quote[/b] ]class CfgSurfaceCharacters { class flooGrassClutter { probability[] = {0.8, 0.6}; names[] = {"GrassGeneral", "FlowersColor"}; }; class flooSandClutter { probability[] = {0.11, 0.05}; names[] = {"SmallRocks", "GrassDesert"}; }; class flooRock { probability[] = {0.1, 0.01}; names[] = {"SmallRocks", "GrassDesert"}; }; class flooville { probability[] = {0.1, 0.01}; names[] = {"GrassGeneral", "GrassDesert"}; }; }; Thanks for help Share this post Link to post Share on other sites
Linker Split 0 Posted November 29, 2008 aafter that, you have to configure your clutters: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class clutter { class GrassGeneral: DefaultClutter { model="ca\plants\clutter_grass_general.p3d"; affectedByWind = 1; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; }; and so on Share this post Link to post Share on other sites
floosy 0 Posted November 29, 2008 yep in muy cfgworlds: Quote[/b] ]class clutter { 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 = 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; }; 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"; }; }; Share this post Link to post Share on other sites
Linker Split 0 Posted November 29, 2008 have you called your ground texture like in the config? trava_detail_co.paa, pisek_detail_co.paa, skalaj_detail_co.paa? Share this post Link to post Share on other sites
luki 53 Posted November 29, 2008 Dont use same class names in cfgsurfacescharacters (class flooville, rock) and cfgsurfaces. And im not sure if i told you that sometimes use ur own texture names (floo_sand_co.paa in the pastebin ex.) to avoid any problems. http://pastebin.com/f6371cfa5 Share this post Link to post Share on other sites
floosy 0 Posted November 29, 2008 all textures names are good. I change the class names . It doesn't work anymore. Share this post Link to post Share on other sites
floosy 0 Posted November 29, 2008 Must i change all the class name in cfgworld too? Share this post Link to post Share on other sites
luki 53 Posted November 29, 2008 sure: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class GrassGeneral ---> class floo_GrassGeneral.... ps @linker thats what im talking about all the time, to avoid any conflicts, use your own names and classes especially with islands. Share this post Link to post Share on other sites
Linker Split 0 Posted November 29, 2008 Ok, i think I found the problem. I had a similar problem some months ago, cause I was using the same ground textures for 2 islands (while in your case they are ss Defaulfrom Vanilla ArmA, and you are using them for your island too) The problem is thah when you configure the ground textures in CfgSurfaces, then name of the textures must not be the same of the original ones. With this i mean that trava, pisek, mesto2 are names used by another island too, so it creates a sort of conflict, cause now the engine can't recognize which one apply the clutters to. So, change the name of the ground textures, then do it in your config, and try again. Share this post Link to post Share on other sites
floosy 0 Posted November 29, 2008 i ve change it but nothing better... i only have the flowers on my ground like the beginning.... Share this post Link to post Share on other sites
floosy 0 Posted November 30, 2008 Ok guys, i m just a big noob lol I forget to modify the texture "files" ref in the cfgsurfaces. Thanks for help. Share this post Link to post Share on other sites