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icebreakr

Clutter config (Chernarus lookalike)

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I wonder if any of you could be so kind & helpful to make me a clutter config for my Woodland/Desert/Beach upcoming A2 islands... thats the only thing keeping me back ;)

I would need (can be from BIS CA default stuff) layers.cfg config for:

1. Grass/field texture (clutter: high grass, low grass, flowers)

2. Forest texture (clutter: scattered ferns, scarce mushrooms, no grass)

3. Sand/Beach/Desert (clutter: small rocks clutter)

4. SmallStones/ riverbed texture (no clutter)

5. Rock / mountains (clutter: small/medium rocks)

and clutter.hpp (or part of config file)

Thats all I need for my upcoming projects. I've been using custom A1 stuff but none of that works in A2 properly and in worst cases I recieve Device freed error & CTDs.

I have everything stored in my P:\ibr\Panthera, P:\ibr\IslaTerra and P:\ibr\IslaDuala

Edited by IceBreakr

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Well...

maybe you want to try this.

http://rapidshare.com/files/274382178/islandconfig.rar.html

It works for my island. Of course you have to change the paths (everything with Bet_omaha) and adjust the colours of the layers in the layers.cfg. You also have to change the paths in the config.cpp and play around with everything in "class CfgSurfaceCharacters". remember the amount of probability must not exceed 1.

i hope this helps you...

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Thanks to Sgt.Ace and his tutorial I've managed to get the clutter/textures working so expect new playgrounds soon for A2 ;)

Beton tnx, I'll try to improve textures by creating custom ones for my upcoming projects...

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I Folks,

i got some trouble with the Clutter, cant get it to show up.

I guess i made something wrong in the configs. But i didnt figure out what it is, so i hope you can help me a bit. I even went trough Betons's Groundtexture Tutorial but i didnt help me (thx for sending it me btw.)

So here a my Configs:

Layers.cfg

class Layers

{

class pisek

{

texture = "DynamicWar\data\xxpisek_mco.png";

material="DynamicWar\data\xxpisek.rvmat";

};

class mesto2

{

texture = "DynamicWar\data\xxmesto2_mco.png";

material="DynamicWar\data\xxmesto2.rvmat";

};

class grass

{

texture = "DynamicWar\data\sm_grass_mco.png";

material="DynamicWar\data\sm_grass.rvmat";

};

class pole1

{

texture = "DynamicWar\data\xxpole1_mco.png";

material="DynamicWar\data\xxpole1.rvmat";

};

};

class Legend

{

picture="DynamicWar\Source\mapLegend.png";

class Colors

{

/// color names should correspond to surface layer names

pisek[]={{255,255,0}};

grass[]={{0,255,0}};

pole1[]={{0,0,255}};

mesto2[]={{99,55,0}};

}

};

config.cpp

class CfgSurfaces

{

class Default{};

class Water{};

class Grass: Default

{

access = 2;

files = "sm_grass_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "Grass";

soundHit = "soft_ground";

};

class Grass2: Default

{

access = 2;

files = "xxpole1_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "Grass2";

soundHit = "soft_ground";

};

class Wald: Default

{

access = 2;

files = "xxmesto2_*";

rough = 0.2;

dust = 0.15;

soundEnviron = "forest";

character = "Wald";

soundHit = "soft_ground";

};

class Dreck: Default

{

access = 2;

files = "xxpisek_*";

rough = 0.13;

dust = 0.3;

soundEnviron = "dirt";

character = "Empty";

soundHit = "soft_ground";

};

};

class CfgSurfaceCharacters

{

class Grass

{

probability[] = {0.65,0.17,0.1,0.05,0.03};

names[] = {"Grasss5","Grasss6","Grasss3","Grasss8","Grasss9"};

};

class Wald

{

probability[] = {0.4,0.1,0.1,0.15,0.05,0.003,0.005,0.008,0.004};

names[] = {"Grasss13","Grasss15","Grasss16","Grasss17","Grasss14","Grasss19","Grasss20","Grasss21","Grasss22"};

};

class Grass2

{

probability[] = {0.975,0.01,0.01,0.005};

names[] = {"Grasss2","Grasss3","Grasss9","Grasss8"};

};

};

clutterGrid = 2;

clutterDist = 290;

noDetailDist = 40;

fullDetailDist = 5;

midDetailTexture = "DynamicWar\data\middletex.paa";

minTreesInForestSquare = 5;

minRocksInRockSquare = 4;

class Clutter

{

class Grasss1: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1;

};

class Grasss2: DefaultClutter

{

model = "ca\plants2\clutter\c_stubble.p3d";

affectedByWind = 0.1;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class Grasss3: DefaultClutter

{

model = "ca\plants2\clutter\c_autumn_flowers.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1;

};

class Grasss4: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassBunch.p3d";

affectedByWind = 0.35;

swLighting = 1;

scaleMin = 0.6;

scaleMax = 1;

};

class Grasss5: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.4;

};

I guess this is all that is needed for it.

Please help, im trying to get this work for days now :/

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@Commander1985 : I believe you need to convert all your .png textures files in .paa format to get a visible map.

I use "The Gimp" first to save the texture file as .tga [dont forget to disable the compression option], then open the .tga file in TexView and save it as .paa.

Edited by Old Bear

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And where are Grasss6,Grasss8,Grasss9,Grasss13,Grasss14,Grasss15,Grasss16,Grasss17,Grasss19,Grasss20,Grasss21 and Grasss22 defined?

@Old Bear

Buldozer/Visitor starts conversion of .png files to .paa files automatically, no need to do it manually.

Planck

Edited by Planck

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Okay i converted them to paa. didnt work. And now Planck tells me i dont need to :/

well whatever. heres the complete definition list:

class Clutter

{

class Grasss1: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1;

};

class Grasss2: DefaultClutter

{

model = "ca\plants2\clutter\c_stubble.p3d";

affectedByWind = 0.1;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class Grasss3: DefaultClutter

{

model = "ca\plants2\clutter\c_autumn_flowers.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1;

};

class Grasss4: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassBunch.p3d";

affectedByWind = 0.35;

swLighting = 1;

scaleMin = 0.6;

scaleMax = 1;

};

class Grasss5: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.4;

};

class Grasss6: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.3;

};

class Grasss7: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrookedForest.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class Grasss8: DefaultClutter

{

model = "ca\plants2\clutter\c_WeedDead.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.1;

};

class Grasss9: DefaultClutter

{

model = "ca\plants2\clutter\c_WeedDead2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 0.9;

};

class Grasss10: DefaultClutter

{

model = "ca\plants2\clutter\c_caluna.p3d";

affectedByWind = 0.15;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.8;

surfaceColor[] = {0.53,0.5,0.37,1};

};

class Grasss11: DefaultClutter

{

model = "ca\plants2\clutter\c_weed3.p3d";

affectedByWind = 0.2;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.85;

};

class Grasss12: DefaultClutter

{

model = "ca\plants2\clutter\c_weed2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.1;

};

class Grasss13: DefaultClutter

{

model = "ca\plants2\clutter\c_BlueBerry.p3d";

affectedByWind = 0.05;

swLighting = 1;

scaleMin = 0.85;

scaleMax = 1.3;

};

class Grasss14: DefaultClutter

{

model = "ca\plants2\clutter\c_raspBerry.p3d";

affectedByWind = 0;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.2;

};

class Grasss15: DefaultClutter

{

model = "ca\plants2\clutter\c_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.6;

scaleMax = 1.2;

};

class Grasss16: DefaultClutter

{

model = "ca\plants2\clutter\c_fernTall.p3d";

affectedByWind = 0.15;

scaleMin = 0.75;

scaleMax = 1;

};

class Grasss17: DefaultClutter

{

model = "ca\plants2\clutter\c_picea.p3d";

affectedByWind = 0.05;

scaleMin = 0.75;

scaleMax = 1.25;

};

class Grasss18: DefaultClutter

{

model = "ca\plants2\clutter\c_WideLeafPlant.p3d";

affectedByWind = 0.1;

scaleMin = 1;

scaleMax = 1;

};

class Grasss19: DefaultClutter

{

model = "ca\plants2\clutter\c_MushroomHorcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class Grasss20: Grasss19

{

model = "ca\plants2\clutter\c_MushroomPrasivky.p3d";

};

class Grasss21: Grasss19

{

model = "ca\plants2\clutter\c_MushroomBabka.p3d";

};

class Grasss22: Grasss19

{

model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d";

};

};

Btw. this is not my own config, i took the chernaruss config.cpp and changed it.

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Well, have you tried to change your layers.cfg like this:

class Layers

{

class CMpisek

{

texture = "DynamicWar\data\CMpisek_mco.png";

material="DynamicWar\data\CMpisek.rvmat";

};

class CMmesto2

{

texture = "DynamicWar\data\CMmesto2_mco.png";

material="DynamicWar\data\CMmesto2.rvmat";

};

class CMgrass

{

texture = "DynamicWar\data\CMgrass_mco.png";

material="DynamicWar\data\CMgrass.rvmat";

};

class CMpole1

{

texture = "DynamicWar\data\CMpole1_mco.png";

material="DynamicWar\data\CMpole1.rvmat";

};

};

class Legend

{

picture="DynamicWar\Source\mapLegend.png";

class Colors

{

/// color names should correspond to surface layer names

CMpisek[]={{255,255,0}};

CMgrass[]={{0,255,0}};

CMpole1[]={{0,0,255}};

CMmesto2[]={{99,55,0}};

}

};

And also don´t forget to change the paths in the rvmat files!! All the files you want to use have to be in the Data folder of your map.

By the way i always use .paa files since Bulldozer only changes the .png tiles from the mask_lco.png as far as i know.

In My config it looks like this: BT is for me.. Beton... so you should change it to CM or something like i did it above.

class clutter {

class BTGrassTall : DefaultClutter {

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.0;

};

class BTGrass1 : Default {

access = ReadOnly;

files = "trava1_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTTallGrassClutter";

soundHit = "soft_ground";

};

class BTTallGrassClutter {

probability[] = {0.4, 0.2, 0.3, 0.07, 0.02, 0.01};

names[] = {"BTGrassTall", "BTAutumnFlowers", "BTGrassBunch", "BTGrassCrooked", "BTWeedDead", "BTWeedDeadSmall"};

};

Maybe you can see the connection between BTGrassTall and BTTallgrassclutter.

So maybe thet helped you. Otherwise you can contact me and send me some info of your clutter and ill try to write the configs for you.:)

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