floosy 0 Posted February 18, 2009 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 - second i change "grass_long" in "grass_desert" but on my map not have anything.... so i think i don't understand how it works. thanks for help Share this post Link to post Share on other sites
bravo 6 0 Posted February 18, 2009 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"};     }; } ---------------------------------------------------------- Share this post Link to post Share on other sites
floosy 0 Posted February 18, 2009 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. Share this post Link to post Share on other sites
bravo 6 0 Posted February 18, 2009 Im not sure, buit i think you don't need any codes in that specific file. Corrrect me if im wrong. Share this post Link to post Share on other sites
floosy 0 Posted February 18, 2009 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 Share this post Link to post Share on other sites
bravo 6 0 Posted February 18, 2009 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! Share this post Link to post Share on other sites
.kju 3245 Posted February 19, 2009 only config.cpp is loaded if you do not include your other files in it, they wont get loaded Share this post Link to post Share on other sites
floosy 0 Posted February 21, 2009 OK i include all in the cpp. But only one clutter appear.... 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 Share this post Link to post Share on other sites
bravo 6 0 Posted February 21, 2009 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  Question: Does the sounds work fine when you step different Surfaces? Share this post Link to post Share on other sites
floosy 0 Posted February 21, 2009 You were rigth but nothing changed after modification. For the sounds, there is sound changes only with roads. Share this post Link to post Share on other sites
.kju 3245 Posted February 24, 2009 Post again your complete config Share this post Link to post Share on other sites
floosy 0 Posted February 24, 2009 Thanks all: my config.cpp Share this post Link to post Share on other sites
.kju 3245 Posted February 24, 2009 please use pastebin for the love of formating Share this post Link to post Share on other sites
.kju 3245 Posted February 24, 2009 http://pastebin.com/m4822a1a5 Share this post Link to post Share on other sites
floosy 0 Posted February 25, 2009 Q you don't define the clutter models (p3d)? Share this post Link to post Share on other sites
.kju 3245 Posted February 25, 2009 if you look closely you see that you now inherit all values from sara you should really look into what inheritance means Share this post Link to post Share on other sites
floosy 0 Posted February 26, 2009 doesn't work searching with new tests.... Share this post Link to post Share on other sites
floosy 0 Posted February 27, 2009 With my sand texture all clusters are there but not with my grass texture Share this post Link to post Share on other sites
.kju 3245 Posted February 27, 2009 check cfgClutter files naming Share this post Link to post Share on other sites