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Raunhofer

No clouds at the sky?

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Hi,

As the name of the topic says, my problem is weather related. I've a new island, but somehow there's now clouds at the sky at all and I can't figure out what I'm missing...

My config.cpp:

#define private		0
#define protected		1
#define public		2

#define ReadAndWrite		0
#define ReadAndCreate		1
#define ReadOnly		2
#define ReadOnlyVerified		3

class CfgPatches {
#include "CfgPatches.hpp"
};

class CfgVehicles {
#include "CfgVehicles.hpp"
};

class CfgWorlds {
#include "CfgWorlds.hpp"
};

class CfgWorldList {
#include "CfgWorldList.hpp"
};

class CfgMissions {
#include "CfgMissions.hpp"
};

class CfgSurfaces {
#include "CfgSurfaces.hpp"
};

CfgWorlds:

class DefaultWorld {
	class Weather;	// External class reference
};

class RHNETWorld : DefaultWorld {
	class Grid {};
	class DayLightingBrightAlmost;	// External class reference
	class DayLightingRainy;	// External class reference
	class DefaultClutter;	// External class reference

	class Weather : Weather {
		class Lighting;	// External class reference
	};
};
class DefaultLighting;	// External class reference

class Japahto : RHNETWorld {
	access = ReadOnlyVerified;
	worldId = 4;
	cutscenes[] = {"JapahtoIntro1"};
	description = "Japahto Island";
	icon = "";
	worldName = "\RHNET\Japahto\Japahto.wrp";
	pictureMap = "";
	pictureShot = "\RHNET\Japahto\data\ui_selectisland_Japahto_RHNET.paa";
	plateFormat = "ML$ - #####";
	plateLetters = ABCDEGHIKLMNOPRSTVXZ;
	longitude = 30;	// positive is east
	latitude = -45;	// positive is south

	class OutsideTerrain {
		satellite = "ca\CHERNARUS\data\s_satout_co.paa";
		enableTerrainSynth = 0;

		class Layers {
			class Layer0 {
				nopx = "ca\CHERNARUS\data\cr_trava1_detail_nopx.paa";
				texture = "ca\CHERNARUS\data\cr_trava1_detail_co.paa";
			};
		};
	};

	class Grid : Grid {
		offsetX = 0;
		offsetY = 0;

		class Zoom1 {
			zoomMax = 0.15;
			format = "XY";
			formatX = 0;
			formatY = 0;
			stepX = 100;
			stepY = 100;
		};

		class Zoom2 {
			zoomMax = 0.85;
			format = "XY";
			formatX = "00";
			formatY = "00";
			stepX = 1000;
			stepY = 1000;
		};

		class Zoom3 {
			zoomMax = 1e+030;
			format = "XY";
			formatX = "0";
			formatY = "0";
			stepX = 10000;
			stepY = 10000;
		};
	};
	startTime = 12:00;
	startDate = 11/10/2008;
	startWeather = 0.25;
	startFog = 0.0;
	forecastWeather = 0.25;
	forecastFog = 0.0;
	centerPosition[] = {2626, 1865, 300};
	seagullPos[] = {2626, 150.0, 1865};
	ilsPosition[] = {0, 0, 0};
	ilsDirection[] = {0, 0, 0};
	ilsTaxiIn[] = {};
	ilsTaxiOff[] = {};
	drawTaxiway = 0;

	class SecondaryAirports {};

	class ReplaceObjects {};

	class Sounds {
		sounds[] = {};
	};

	class Animation {
		vehicles[] = {};
	};

	class Lighting : DefaultLighting {
		groundReflection[] = {0.06, 0.06, 0.03};
	};

	class DayLightingBrightAlmost : DayLightingBrightAlmost {
		deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0};
		fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};
		sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5};
		earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1};
		sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1};
		earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1};
		midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1};
		morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1};
		noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1};
	};

	class DayLightingRainy : DayLightingRainy {
		deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0};
		fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};
		sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5};
		earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5};
		earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1};
		morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1};
		lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1};
		noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1};
	};

	class Weather : Weather {
		class Lighting : Lighting {
			class BrightAlmost : DayLightingBrightAlmost {
				overcast = 0;
			};

			class Rainy : DayLightingRainy {
				overcast = 1.0;
			};
		};
	};
	clutterGrid = 1.0;
	clutterDist = 125;
	noDetailDist = 40;
	fullDetailDist = 15;
	midDetailTexture = "ca\chernarus\data\cr_trava1_mco.paa";
	minTreesInForestSquare = 3;
	minRocksInRockSquare = 3;

	class clutter {
		class GrassTall : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassTall.p3d";
			affectedByWind = 0.4;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.3;
		};

		class StubbleClutter : DefaultClutter {
			model = "ca\plants2\clutter\c_stubble.p3d";
			affectedByWind = 0.1;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.3;
		};

		class AutumnFlowers : DefaultClutter {
			model = "ca\plants2\clutter\c_autumn_flowers.p3d";
			affectedByWind = 0.4;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.3;
		};

		class GrassBunch : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassBunch.p3d";
			affectedByWind = 0.35;
			swLighting = 1;
			scaleMin = 0.6;
			scaleMax = 1.3;
		};

		class GrassCrooked : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassCrooked.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.4;
		};

		class GrassCrookedGreen : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.3;
		};

		class GrassCrookedForest : DefaultClutter {
			model = "ca\plants2\clutter\c_GrassCrookedForest.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.4;
		};

		class WeedDead : DefaultClutter {
			model = "ca\plants2\clutter\c_WeedDead.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 1.3;
		};

		class WeedDeadSmall : DefaultClutter {
			model = "ca\plants2\clutter\c_WeedDead2.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 0.9;
		};

		class HeatherBrush : DefaultClutter {
			model = "ca\plants2\clutter\c_caluna.p3d";
			affectedByWind = 0.15;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.9;
			surfaceColor[] = {0.53, 0.5, 0.37, 1};
		};

		class WeedSedge : DefaultClutter {
			model = "ca\plants2\clutter\c_weed3.p3d";
			affectedByWind = 0.2;
			swLighting = 1;
			scaleMin = 0.5;
			scaleMax = 0.9;
		};

		class WeedTall : DefaultClutter {
			model = "ca\plants2\clutter\c_weed2.p3d";
			affectedByWind = 0.3;
			swLighting = 1;
			scaleMin = 0.8;
			scaleMax = 1.3;
		};

		class BlueBerry : DefaultClutter {
			model = "ca\plants2\clutter\c_BlueBerry.p3d";
			affectedByWind = 0.05;
			swLighting = 1;
			scaleMin = 0.85;
			scaleMax = 1.5;
		};

		class RaspBerry : DefaultClutter {
			model = "ca\plants2\clutter\c_raspBerry.p3d";
			affectedByWind = 0;
			swLighting = 1;
			scaleMin = 0.8;
			scaleMax = 1.5;
		};

		class FernAutumn : DefaultClutter {
			model = "ca\plants2\clutter\c_fern.p3d";
			affectedByWind = 0.1;
			scaleMin = 0.6;
			scaleMax = 1.5;
		};

		class FernAutumnTall : DefaultClutter {
			model = "ca\plants2\clutter\c_fernTall.p3d";
			affectedByWind = 0.15;
			scaleMin = 0.75;
			scaleMax = 1.2;
		};

		class SmallPicea : DefaultClutter {
			model = "ca\plants2\clutter\c_picea.p3d";
			affectedByWind = 0.05;
			scaleMin = 0.75;
			scaleMax = 1.5;
		};

		class PlantWideLeaf : DefaultClutter {
			model = "ca\plants2\clutter\c_WideLeafPlant.p3d";
			affectedByWind = 0.1;
			scaleMin = 1.0;
			scaleMax = 1.0;
		};

		class MushroomsHorcak : DefaultClutter {
			model = "ca\plants2\clutter\c_MushroomHorcak.p3d";
			affectedByWind = 0;
			scaleMin = 0.85;
			scaleMax = 1.25;
		};

		class MushroomsPrasivka : MushroomsHorcak {
			model = "ca\plants2\clutter\c_MushroomPrasivky.p3d";
		};

		class MushroomsBabka : MushroomsHorcak {
			model = "ca\plants2\clutter\c_MushroomBabka.p3d";
		};

		class MushroomsMuchomurka : MushroomsHorcak {
			model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d";
		};
	};

	class Subdivision {
		class Fractal {
			rougness = 5;
			maxRoad = 0.02;
			maxTrack = 0.5;
			maxSlopeFactor = 0.05;
		};

		class WhiteNoise {
			rougness = 2;
			maxRoad = 0.01;
			maxTrack = 0.05;
			maxSlopeFactor = 0.0025;
		};
		minY = 0.0;
		minSlope = 0.02;
	};

	class Ambient {
		class Mammals {
			radius = 200;
			cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)";

			class Species {
				class Rabbit {
					probability = 0.2;
					cost = 1;
				};
			};
		};

		class BigBirds {
			radius = 300;
			cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

			class Species {
				class Hawk {
					probability = 0.2;
					cost = 1;
				};
			};
		};

		class Birds {
			radius = 170;
			cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

			class Species {
				class Crow {
					probability = 0.2;
					cost = 1;
				};
			};
		};

		class BigInsects {
			radius = 20;
			cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

			class Species {
				class DragonFly {
					probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";
					cost = 1;
				};

				class ButterFly {
					probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";
					cost = 1;
				};
			};
		};

		class BigInsectsAquatic {
			radius = 20;
			cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

			class Species {
				class DragonFly {
					probability = 1;
					cost = 1;
				};
			};
		};

		class SmallInsects {
			radius = 3;
			cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

			class Species {
				class HouseFly {
					probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
					cost = 1;
				};

				class HoneyBee {
					probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
					cost = 1;
				};

				class Mosquito {
					probability = "(1 - deadBody) * (0.2 * forest)";
					cost = 1;
				};
			};
		};

		class NightInsects {
			radius = 3;
			cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

			class Species {
				class Mosquito {
					probability = 1;
					cost = 1;
				};
			};
		};

		class WindClutter {
			radius = 10;
			cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

			class Species {
				class FxWindGrass1 {
					probability = "0.4 - 0.2 * hills - 0.2 * trees";
					cost = 1;
				};

				class FxWindGrass2 {
					probability = "0.4 - 0.2 * hills - 0.2 * trees";
					cost = 1;
				};

				class FxWindRock1 {
					probability = "0.4 * hills";
					cost = 1;
				};

				class FxCrWindLeaf1 {
					probability = "0.2 * trees";
					cost = 1;
				};

				class FxCrWindLeaf2 {
					probability = "0.1 * trees + 0.2";
					cost = 1;
				};

				class FxCrWindLeaf3 {
					probability = "0.1 * trees";
					cost = 1;
				};
			};
		};

		class NoWindClutter {
			radius = 15;
			cost = 8;

			class Species {
				class FxWindPollen1 {
					probability = 1;
					cost = 1;
				};

				class FxCrWindLeaf1 {
					probability = "0.2 * trees";
					cost = 1;
				};

				class FxCrWindLeaf2 {
					probability = "0.1 * trees + 0.2";
					cost = 1;
				};

				class FxCrWindLeaf3 {
					probability = "0.1 * trees";
					cost = 1;
				};
			};
		};
	};

	class Names {
		class Ruins2 {
			name = "Burned Church";
			position[] = {3249.01, 3888.65};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class Ruins3 {
			name = "Old Cowshed";
			position[] = {3813.45, 1518.11};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class Boathouse1 {
			name = "Boathouse";
			position[] = {2082.4, 1937.7};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class unfin1 {
			name = "Unfinished project";
			position[] = {2755, 2230.05};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class Boathouse2 {
			name = "Boathouse";
			position[] = {1606.77, 2735.17};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class tele1 {
			name = "Western Radio Tower";
			position[] = {1591.87, 3531.09};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class tele2 {
			name = "Eastern Radio Tower";
			position[] = {2227.58, 1532.75};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class ship1 {
			name = "Shipwreck";
			position[] = {1495.72, 3213.78};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class lighthouse1 {
			name = "Southern Lighthouse";
			position[] = {729.656, 307.222};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class wolcamp {
			name = "Wolvemora's Camp";
			position[] = {3675.85, 1313,47};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class lorcamp {
			name = "Loner's Camp";
			position[] = {1621.64, 4455.79};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class lighthouse2 {
			name = "Northern Lighthouse";
			position[] = {3346.21, 4724.32};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class sawmill1 {
			name = "Sawmill";
			position[] = {1478.86, 2186.75};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class sawmill2 {
			name = "Sawmill";
			position[] = {1215.21, 3445.39};
			type = "NameVillage";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class BrodirGrove {
			name = "Brodir Grove Forest";
			position[] = {2945, 2790};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class RedForest1 {
			name = "The Red Forest";
			position[] = {3003.65, 2077.1};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class Thirsk {
			name = "Thirsk's Forest";
			position[] = {730, 1502};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class Wolvemora {
			name = "Wolvemora Forest";
			position[] = {3398, 1125};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class SpiritsForest {
			name = "Forest of Spirits";
			position[] = {3355, 3804};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class LightForest {
			name = "Forest of Light";
			position[] = {2644, 4592};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

		class MissingForest {
			name = "The Missing Forest";
			position[] = {1676, 3941};
			type = "VegetationFir";
			speech[] = {};
			radiusA = 100;
			radiusB = 100;
			angle = 0.0;
		};

	};
};

CfgWorldList:

class Japahto {};

CfgVehicles:

class ThingEffect;	// External class reference
class ThingEffectLight;	// External class reference
class ThingEffectFeather;	// External class reference

class FXCrWindLeaf1 : ThingEffectLight {
	scope = protected;
	model = "\ca\plants2\clutter\cr_leaf.p3d";
	displayName = "Internal: FxCrWindLeaf1";
	airFriction2[] = {2, 2, 8};
	airFriction1[] = {1, 1, 4};
	airFriction0[] = {0.3, 0.3, 0.1};
	airRotation = 0.35;
	minHeight = 0.3;
	avgHeight = 5.5;
	maxHeight = 10.0;
};

class FXCrWindLeaf2 : FXCrWindLeaf1 {
	model = "\ca\plants2\clutter\cr_leaf2.p3d";
	displayName = "Internal: FxCrWindLeaf2";
};

class FXCrWindLeaf3 : FXCrWindLeaf1 {
	model = "\ca\plants2\clutter\cr_leaf3.p3d";
	displayName = "Internal: FxCrWindLeaf3";
};

CfgSurfaces:

class Default {};

class Water {};

class IPGrass1 : Default {
	access = ReadOnly;
	files = "trava1_*";
	rough = 0.11;
	dust = 0.1;
	soundEnviron = "grass";
	character = "CRGrassClutter";
	soundHit = "soft_ground";
};

class IPGrass2 : Default {
	access = ReadOnly;
	files = "trava2_*";
	rough = 0.11;
	dust = 0.1;
	soundEnviron = "grass";
	character = "CRTallGrassClutter";
	soundHit = "soft_ground";
};

class IPGrassW1 : Default {
	access = ReadOnly;
	files = "travad1_*";
	rough = 0.11;
	dust = 0.1;
	soundEnviron = "grass";
	character = "CRGrassWClutter";
	soundHit = "soft_ground";
};

class IPGrassW2 : Default {
	access = ReadOnly;
	files = "travad2_*";
	rough = 0.11;
	dust = 0.1;
	soundEnviron = "grass";
	character = "CRTallGrassWClutter";
	soundHit = "soft_ground";
};

class IPForest1 : Default {
	access = ReadOnly;
	files = "les1_*";
	rough = 0.2;
	dust = 0.2;
	soundEnviron = "forest";
	character = "CRForestMixedClutter";
	soundHit = "soft_ground";
};

class IPForest2 : Default {
	access = ReadOnly;
	files = "les2_*";
	rough = 0.2;
	dust = 0.15;
	soundEnviron = "forest";
	character = "CRForestFirClutter";
	soundHit = "soft_ground";
};

class IPMudGround : Default {
	access = ReadOnly;
	files = "pole_*";
	rough = 0.09;
	dust = 0.1;
	soundEnviron = "dirt";
	character = "SparseWeedsClutter";
	soundHit = "soft_ground";
};

class IPField1 : Default {
	access = ReadOnly;
	files = "oranice_*";
	rough = 0.15;
	dust = 0.25;
	soundEnviron = "dirt";
	character = "Empty";
	soundHit = "soft_ground";
};

class IPField2 : Default {
	access = ReadOnly;
	files = "strniste_*";
	rough = 0.13;
	dust = 0.3;
	soundEnviron = "dirt";
	character = "CRStubbleClutter";
	soundHit = "soft_ground";
};

class IPGrit1 : Default {
	access = ReadOnly;
	files = "sterk_*";
	rough = 0.1;
	dust = 0.25;
	soundEnviron = "gravel";
	character = "Empty";
	soundHit = "hard_ground";
};

class IPHeather : Default {
	access = ReadOnly;
	files = "vres_*";
	rough = 0.14;
	dust = 0.1;
	soundEnviron = "forest";
	character = "CRHeatherClutter";
	soundHit = "soft_ground";
};

class IPRock : Default {
	access = ReadOnly;
	files = "skala_*";
	rough = 0.2;
	dust = 0.07;
	soundEnviron = "rock";
	character = "Empty";
	soundHit = "hard_ground";
};

class IPTarmac : Default {
	access = ReadOnly;
	files = "asfalt_*";
	rough = 0.08;
	dust = 0.05;
	soundEnviron = "road";
	character = "Empty";
	soundHit = "hard_ground";
};

class IPConcrete : Default {
	access = ReadOnly;
	files = "beton_*";
	rough = 0.08;
	dust = 0.05;
	soundEnviron = "concrete_ext";
	character = "Empty";
	soundHit = "concrete";
};

CfgPatches:

class Japahto {
	units[] = {"Japahto"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CABuildings2", "CARoads2"};
};

CfgMissions:

class Cutscenes {
	class JapahtoIntro1 {
		directory = "RHNET\Japahto\data\scenes\intro.Japahto";
	};
};

Also the rain looks pretty weird... (no water drops, just a grey screen)

Edited by Raunhofer

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You should better remove stuff how can you work with such a chaos ;)

class CfgPatches 
{
class mymap 
{
	units[] = {"mymap"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"Chernarus"};
};
};


class CfgWorlds
{
class CAWorld;
class Chernarus: CAWorld
{
	class Grid;
	class DefaultClutter;
};
class mymap: Chernarus
{
	cutscenes[] = {"mymapIntro1"};
	description = "mymap";
	worldName = "\RHNET\mymap\mymap.wrp";
	pictureShot = "\RHNET\mymap\data\ui_selectisland_mymap_RHNET.paa";

	class OutsideTerrain {
		satellite = "ca\CHERNARUS\data\s_satout_co.paa";
		enableTerrainSynth = 0;

		class Layers {
			class Layer0 {
				nopx = "ca\CHERNARUS\data\cr_trava1_detail_nopx.paa";
				texture = "ca\CHERNARUS\data\cr_trava1_detail_co.paa";
			};
		};
	};
	//class Clutter
	//{
	//#include "cfgClutter.hpp"
	//};

	class Names 
	{
	#include "mymap.hpp"		
	};
};
};

class CfgWorldList 
{
class mymap {};
};

class CfgMissions 
{
class Cutscenes 
{
	class mymapIntro1 
	{
		directory = "RHNET\mymap\data\scenes\intro.mymap";
	};
};
};

#include "cfgSurfaces.hpp"

mymap.hpp

cfgSurfaces.hpp

You are using original bis textur/clutter names, better use your own ones. check Terrain tut files for that.

Edited by Atsche

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SgtAce, with those config files I'm just getting error: "Error in config p:\rhnet\mymap_conf\config.cpp"

And I noticed that in those config files there aren't said anything about weather, is this correct? But you're correct, that looks a kind of mess... I'll update it, please wait.

EDIT: I updated my configs to more easier to understand (first post)

Back to the problem: There're still no clouds... I so miss them.

Edited by Raunhofer

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In my example i inherit everything from Chernarus, why you need to define tons of text thats alredy definied? Still chaos cfg, still bis names, thats my last time i say this.

Edited by Atsche

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