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floosy

island config

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Hi all,

i don't understand how the "grass config" work in arma.

Could someone explain me that?

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 = 0.1;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassYellow : GrassGeneral {

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

affectedByWind = 0.1;

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";

};

};

this is the sara config part. I used it for my island but want to change some elements.

-first i change "grass_general.p3d" in "grass_desert.p3d" but i always have the "grass_long.p3d" on my map banghead.gif

- second i change "grass_long" in "grass_desert" but on my map not have anything.... crazy_o.gif

so i think i don't understand how it works.

thanks for help

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you have 3 class that you need to play with in config, they are related to each other:

<ul>

class clutter

{

                             [ 2/3 ]                    

};

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

class cfgSurfaces

{                            

                             [ 1 ]  

};

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

class SurfaceCharacter

{

                             [ 1/2 ]  

};

1 is related to 2 and 2 is related to 3.

Ie, you can't just mess around with just 1, all 3 must be related in sort of speak.

Edit:

example:

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

<ul>class clutter

{

       class <span style='color:green'>BCsmallrocks00</span>: grassogeneral

       {

               model=Iraqborder\rocks\BCclutter_stone_small.p3d;

               affectedByWind = 0;

               scaleMin = 0.50;

               scaleMax = 1.00;

       };

}

class CfgSurfaces

{

       class sando : Default

       {

               access = ReadOnly;

               files = "sando*";

               rough = 0.080;

               dust = 0.090;

               soundEnviron = "drygrass";

               character = "<span style='color:blue'>sandoClutter</span>";

       };

}

class CfgSurfaceCharacters

{

       class <span style='color:blue'>sandoClutter</span>

       {

               probability[] = {0.22, 0.28, 0.015, 0.18};  

               names[] = {"<span style='color:green'>BCsmallrocks00</span>"; "BCdesertbush",  "smallredrocks01", "BCsmallrocks"};

       };

}

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

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Must i have a clutterdefault in the CFGworlds.hpp?

I made this:

Quote[/b] ]class clutter {

class Grassdesert : DefaultClutter {

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

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class GrassLong : Grassdesert {

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

affectedByWind = 0.6;

scaleMin = 0.6;

scaleMax = 1.1;

};

class Grassdlouha : Grassdesert {

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

affectedByWind = 0.1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class flowers : Grassdesert {

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

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

class SmallRocks : Grassdesert {

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

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

};

and:

Quote[/b] ]class CfgSurfaceCharacters {

class floo_GrassClutter {

probability[] = {0.8, 0.22, 1.1};

names[] = {"flowers", "GrassLong", "Grassdlouha"};

};

class floo_grassdesertClutter {

probability[] = {0.11, 0.98};

names[] = {"SmallRocks", "GrassDesert"};

};

class floo_smallRockClutter {

probability[] = {0.1, 0.98};

names[] = {"SmallRocks", "GrassDesert"};

};

};

and

Quote[/b] ]class CfgSurfaces {

class Default {};

class Water {};

class floo_Grass : Default {

access = ReadOnly;

files = "floo2trava_*";

rough = 0.1;

dust = 0.1;

soundEnviron = "drygrass";

character = "floo_GrassClutter";

};

class floo_gravier : Default {

access = ReadOnly;

files = "flood2mesto_*";

rough = 0.1;

dust = 0.5;

soundEnviron = "rock";

character = "floo_grassdesertClutter";

};

class floo_sable : Default {

access = ReadOnly;

files = "flood2pisek_*";

rough = 0.01;

dust = 0.01;

soundEnviron = "sand";

};

};

but in the "floo_grass" zone i only have the "grasslong"elements... but i ve got 3 elements in my config. confused_o.gif

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Im not sure, buit i think you don't need any codes in that specific file.

Corrrect me if im wrong.

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in

Quote[/b] ]class CfgSurfaceCharacters {

class floo_GrassClutter {

probability[] = {0.8, 0.22, 1.1};

names[] = {"flowers", "GrassLong", "Grassdlouha"};

I specifing 3 models of objects, but in game i ve got only grasslong... that's my problem whistle.gif

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Ill look better into your files, when i have more free time, but i can tell you now that the probalility numbers are not well inputed.

The total Probability option must variate from 0 to 1.

Ie, when you add all probalities, they can't exceed 1.

Quote[/b] ]probability[] = {0.8, 0.22, 1.1};

Here if you add your probability you have 2.12 => wrong!

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only config.cpp is loaded

if you do not include your other files in it, they wont get loaded

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OK

i include all in the cpp.

But only one clutter appear.... crazy_o.gif

this is parts of my config:

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

class Grassdesert : DefaultClutter {

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

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class GrassLong : Grassdesert {

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

affectedByWind = 0.6;

scaleMin = 0.6;

scaleMax = 1.1;

};

class Grassdlouha : Grassdesert {

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

affectedByWind = 0.1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class flowers : Grassdesert {

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

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

class SmallRocks : Grassdesert {

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

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

};

Quote[/b] ]class CfgSurfaces {

class Default {};

class Water {};

class floo_Grass : Default {

access = ReadOnly;

files = "floo2trava_*";

rough = 0.1;

dust = 0.1;

soundEnviron = "drygrass";

character = "floo_GrassClutter";

};

class floo_gravier : Default {

access = ReadOnly;

files = "flood2mesto_*";

rough = 0.1;

dust = 0.5;

soundEnviron = "rock";

character = "floo_grassdesertClutter";

};

class floo_sable : Default {

access = ReadOnly;

files = "flood2pisek_*";

rough = 0.01;

dust = 0.01;

soundEnviron = "sand";

};

};

Quote[/b] ]class CfgSurfaceCharacters {

class floo_GrassClutter {

probability[] = {0.12, 0.08, 0.8};

names[] = {"flowers", "GrassLong", "Grassdlouha"};

};

class floo_grassdesertClutter {

probability[] = {0.2, 0.8};

names[] = {"SmallRocks", "Grassdlouha"};

};

class floo_smallRockClutter {

probability[] = {0.1, 0.9};

names[] = {"SmallRocks", "Grassdlouha"};

};

};

i n game always only the "grasslong" appear banghead.gif

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you mean the clutter_white_flower.p3d?

i bet it has to do with the names you inputed on the CFGSurfaces..

such as "floo<span style='color:red'>d</span>2mesto_*" and "floo2trava_*".

I noticed that you dont have the letter "d" on the other names. Though it doesn't mean thats the problem.

ReCheck your names and destinations, make sure the files have the same names you want to use.

Im almost sure (not totally) that you copied wrong the names.. thats why they don't even appear.

you can choose the names you want but maybe you forgot a letter in the names  wink_o.gif

Question: Does the sounds work fine when you step different Surfaces?

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You were rigth wink_o.gif

but nothing changed after modification.

For the sounds, there is sound changes only with roads.

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Post again your complete config icon_rolleyes.gif

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please use pastebin for the love of formating crazy_o.gif

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if you look closely you see that you now inherit all values from

sara wink_o.gif

you should really look into what inheritance means smile_o.gif

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With my sand texture all clusters are there but not with my grass texture rofl.gif

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check cfgClutter files naming

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