beton 2 Posted February 19, 2009 Hi everybody On my island there is a sound like walking on a wooden terrace. Even when walking on grass etc... Does anybody have a solution for that? Thanks in advance Share this post Link to post Share on other sites
luki 53 Posted February 20, 2009 post your islandconfig in http://pastebin.com/ and add the link here. You might have some error in surface definition. Share this post Link to post Share on other sites
bravo 6 0 Posted February 20, 2009 the possible surface definition error that Sgt.Ace mentioned is located here: config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces { ... }; Share this post Link to post Share on other sites
beton 2 Posted February 20, 2009 Well, here you are... http://pastebin.com/m35576699 My config is based on the one which was used by nicolas bell for schmalfelden. Share this post Link to post Share on other sites
luki 53 Posted February 20, 2009 You dont should use orignal bis texture names for the ground textures to avoid such problems. files = "trava_*"; use something similiar files = "bet_trava_* (but be aware to change all the texure names and rvmats and reimport with changed layer.cfg too.) Share this post Link to post Share on other sites
bravo 6 0 Posted February 20, 2009 the only reason i see atm is because you are using the same names for almost everything, per example the lawnClutter: You are identifying the class and you are calling it after probability line: Quote[/b] ]class CfgSurfaceCharacters{     class lawnClutter     {         probability[] = {0.70};         names[] = {"lawnClutter"};     }; Avoid it. If you follow the following structure you might fix your problem: I used colors so you can easily understand how and where they should be. Hope it helps. Can't explain better then this. Good luck. ------------------------------------------------------------------------------------ <ul>class clutter {     class <span style='color:green'>smallrocks00</span>: grassogeneral {         model=mapname\rocks\clutter_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};          names[] = {"<span style='color:green'>smallrocks00</span>"};     }; }; ------------------------------------------------------------------------------------ edit: Sgt.Ace is also right. You shouldn't use same names as BIS uses else there will be issues. Share this post Link to post Share on other sites
beton 2 Posted February 20, 2009 Ok thank you.. ill try that and report back... Share this post Link to post Share on other sites
LJF 0 Posted March 13, 2009 I also have this problem, but I don't have a "class CfgSurfaces {". When I put it in it said something about "class sando : Default {" being wrong, saying undefined "default". Is there anywhere I could get a working config with everything in it? My island is sand and more sand, yet it sounds like my character is running on dirt, furthermore, when I did have dirt, the actual sounds of the dirt played properly, but the sand for 50m or so around where the dirt was also had a dirt sound (back then most of the sand actually sounded like sand). I'm thoroughly confused. Share this post Link to post Share on other sites
.kju 3240 Posted March 13, 2009 post your complete config at paste.bin and link it here Share this post Link to post Share on other sites
fasad 1 Posted March 13, 2009 ...when I did have dirt, the actual sounds of the dirt played properly, but the sand for 50m or so around where the dirt was also had a dirt sound (back then most of the sand actually sounded like sand). I'm thoroughly confused. ArmA uses a grid to define the surface type, where all terrain types (no matter if it is grass/rock/dirt/mud) within one grid square use a single surface config (ambient and walking sounds, terrain roughness, dust, etc). If I remember correctly, it uses is first surface type defined within the config? I don't know how this surface type grid is related to the satmask and heightmap grids. Here is a thread containing some info about the surface grid. Share this post Link to post Share on other sites
LJF 0 Posted March 13, 2009 Where and how do I post it? I went to the pace metioned but got a cannot find error in IE. But I'm currently using the sample map one, (rahmadi), though I haven't seen it happen before. Share this post Link to post Share on other sites
BD1 0 Posted April 16, 2009 I advised of the same problem to the ACE dev team a while back and apparently a number of islands had this issue. They got straight on it and they have fixed this for ACE islands 1.13 when then becomes available. Share this post Link to post Share on other sites
Auss 208 Posted April 17, 2009 (edited) Its because you have more than 4 colors to a grid in the Mask_lco. Check your mask files in the layers folder for any brown color, that will be the culprit. Edited April 17, 2009 by Aussie Share this post Link to post Share on other sites