plumose 219 0 Posted May 30, 2010 hi is there any way i can get hold of a working config for my map, thanks...................:) plum Share this post Link to post Share on other sites
jens198 0 Posted May 30, 2010 (edited) config.cpp of the BIS sample map. #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class SampleMap { units[] = {SampleMap}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class SampleMap: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {SampleMapIntro1}; description = "Sample Rahmadi Map"; icon=""; worldName=\ca\SampleMap\SampleMap.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false; class ReplaceObjects {}; // sound sources class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; // default - no film class Lighting : DefaultLighting {}; clutterGrid = 1.11;//pred demem to bylo 1.5 /// how far clutters are visible clutterDist = 55; noDetailDist = 40; /// where ground detail texture is fully visible (begin fading out) fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral: DefaultClutter { model=ca\plants\clutter_grass_general.p3d; affectedByWind = 0.3; swLighting = true; //relativeColor[]={0.8,0.8,0.8,0}; //colorByGround=0.9; 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 = 0.60; scaleMax = 1.10; }; class GrassSevenbeauty: GrassGeneral { model=ca\plants\clutter_grass_sevenbaeuty.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassYellow: GrassGeneral { model=ca\plants\clutter_grass_yellow.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassDesert: GrassGeneral { model=ca\plants\clutter_grass_desert.p3d; }; class ForestFern: GrassGeneral { model=ca\plants\clutter_forest_fern.p3d; affectedByWind = 0.1; scaleMin = 0.90; scaleMax = 1.10; }; class SmallRocks: GrassGeneral { model=ca\rocks\clutter_stone_small.p3d; affectedByWind = 0; scaleMin = 0.90; scaleMax = 1.10; }; 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; }; }; class Subdivision { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient { /* Layer cost and species probability use expressions. Variables which can be used inside of expressions: rain: rain intensity. night: 1 during night, 0 during day. hills: 0 at 150 ASL, 1 at 400 ASL. windy: 0 at 0 m/s, 1 at 20 m/s. trees: tree density. sea: distance to sea. houses: house density. meadow: meadow character. forest: 1 in the forest. Any values are continuous/interpolated in the range of 0 to 1. Values they are independent unless notes otherwise (meaning meadow and forest can be 1 at the same time). You can observe these values in real-time using: diag_toggle "ambient" */ class BigBirds { //Container radius: //Species are normally spawned at the edges of the circle defined by this radius. //One exception to this is the initial start of the simulation, where the whole //circle will be filled. radius = 300; //Points allowed for this container: //Xbox: 1 * (1 - night) * (1 - sea) cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; //Classname in Species corresponds to type name: class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; //Xbox: (1 - night) * (2 + 8 * sea) cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea) 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; }; }; }; //The wind is blowing various particles around: class WindClutter { radius = 10; //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5]) cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 //Dark green grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 //Dry grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 //Dust. { probability="0.4 * hills"; cost = 1; }; class FxWindLeaf1 //Green leaf. { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 //Dry leaf. { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 //Green leaf with a dry spot. { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { //Xbox: 10 radius = 15; //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2])) cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy) 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 Names { #include "SampleMap.hpp" }; }; }; class CfgWorldList { class SampleMap {}; }; class CfgMissions { class Cutscenes { class SampleMapIntro1 { directory = "ca\SampleMap\data\scenes\intro.SampleMap"; }; }; }; Another good place to start is the map tutorial here http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial It has a Tutorial map as well: Config.cpp here: class CfgPatches { class TUT_SampleMap { units[] = {TUT_SampleMap}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2009-9-1"; fileName = "TUT_SampleMap.pbo"; author = "SgtAce"; mail = "Sgt.Ace@web.de"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class TUT_SampleMap: Utes { description = "Tutorial Sample Map"; worldName= "\TUT\TUT_SampleMap\TUT_SampleMap.wrp"; pictureShot = "\TUT\TUT_SampleMap\data\SM_Picture_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Clutter { #include "cfgClutter.hpp" }; class Names { #include "TUT_SampleMap.hpp" }; }; }; class CfgWorldList { class TUT_SampleMap {}; }; class CfgMissions { class Cutscenes { class TUT_SampleMapIntro { directory = "TUT\TUT_SampleMap\data\scenes\Intro.TUT_SampleMap"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" Let me know if you have any problems Jens Edited May 30, 2010 by jens198 added some stuff Share this post Link to post Share on other sites
plumose 219 0 Posted May 30, 2010 (edited) thanks for that, but is there one with middle textures in the cofigs ?:) every time i load my game with my map, i get this error saying .........ca\plants\clutter_grass_grass_general.p3d; needed ,any idea, ive looked in plants 2 and there is no sign of this p3d. Edited May 30, 2010 by plumose 219 Share this post Link to post Share on other sites
jens198 0 Posted May 30, 2010 thanks for that, but is there one with middle textures in the cofigs ?:)every time i load my game with my map, i get this error saying .........ca\plants\clutter_grass_grass_general.p3d; needed ,any idea, ive looked in plants 2 and there is no sign of this p3d. OK, sorry. I took my actual config.cpp and renamed my project folder and map name inside the file accordingly. You might give them a try. For me, they work fine. I excluded the configuration of the clutter into two extra files. CONFIG.CPP class CfgPatches { class YOUR_ISLAND { units[] = {YOUR_ISLAND}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2010-05-28"; fileName = "YOUR_ISLAND.pbo"; author = "YOUR_PROJECT_FOLDER"; mail = "YOUR_PROJECT_FOLDER@googlemail.com"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; //clutterDist = 100; class DefaultClutter { // scaleMin = 0.9; // scaleMax = 1.4; }; }; class YOUR_ISLAND: Utes { description = "YOUR ISLAND"; worldName= "\YOUR_PROJECT_FOLDER\YOUR_ISLAND\YOUR_ISLAND.wrp"; pictureShot = "\YOUR_PROJECT_FOLDER\YOUR_ISLAND\data\SM_Picture_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? drawTaxiway=false; // startTime = 10:30; // startDate = 01/05/1985; // startWeather = 0.1; // startFog = 0.0; // forecastWeather = 0.3; // forecastFog = 0.0; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "YOUR_ISLAND.hpp" }; }; }; class CfgWorldList { class YOUR_ISLAND {}; }; class CfgMissions { class Cutscenes { class YOUR_ISLANDIntro { directory = "YOUR_PROJECT_FOLDER\YOUR_ISLAND\data\scenes\Intro.YOUR_ISLAND"; }; }; }; #include "cfgSurfaces.hpp" CFGSURFACES.HPP class CfgSurfaces { class Default {}; class SMgrassSurface : Default { files = "sm_grass_*"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "sm_grassClutter"; }; class SMsandSurface : Default { files = "sm_sand_*"; rough = 0.5; dust = 0.8; soundEnviron = "gravel"; character = "sm_sandClutter"; }; class SMforestSurface : Default { files = "sm_forest_*"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "sm_forestClutter"; }; class SMgravelSurface : Default { files = "sm_gravel_*"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "sm_gravelClutter"; }; }; class CfgSurfaceCharacters { class sm_grassClutter { probability[]={0.9,0.8}; names[]={sm_GrassCrookedForest,sm_grasscrookedgreen}; }; class sm_sandClutter { probability[]={}; names[]={}; }; class sm_forestClutter { probability[]={0.2}; names[]={ForestFern}; }; class sm_gravelClutter { probability[]={}; names[]={}; }; }; CFGCLUTTER.HPP class sm_AutumnFlowers: DefaultClutter { model=ca\plants2\clutter\c_autumn_flowers.p3d; affectedByWind = 0.4; swLighting = true; scaleMin = 0.7; scaleMax = 1.0; }; class sm_GrassCrooked: DefaultClutter { model=ca\plants2\clutter\c_GrassCrooked.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.3; scaleMax = 0.7; }; class sm_GrassCrookedGreen: DefaultClutter { model=ca\plants2\clutter\c_GrassCrookedGreen.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.3; scaleMax = 0.6; }; class sm_WeedDead: DefaultClutter { model=ca\plants2\clutter\c_WeedDead.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.75; scaleMax = 1.1; }; class ForestFern: DefaultClutter { model=ca\plants2\clutter\c_fern.p3d; affectedByWind = 0.1; swLighting = true; scaleMin = 0.6; scaleMax = 1.1; }; class GrassDryLong: DefaultClutter { model=ca\plants2\clutter\c_GrassDryLong.p3d; affectedByWind = 0.1; swLighting = true; scaleMin = 0.6; scaleMax = 1.1; }; class Picea: DefaultClutter { model=ca\plants2\clutter\c_picea.p3d; affectedByWind = 0.1; swLighting = true; scaleMin = 0.6; scaleMax = 1.1; }; class GrassTall: DefaultClutter { model=ca\plants2\clutter\c_GrassTall.p3d; affectedByWind = 0.1; swLighting = true; scaleMin = 0.6; scaleMax = 1.1; }; Share this post Link to post Share on other sites
plumose 219 0 Posted May 30, 2010 thanks for your time for that, can u tell me what sm stands for in yellow, do i have to change this ? class sm_GrassCrooked: DefaultClutter thanks { model=ca\plants2\clutter\c_GrassCrooked.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.3; scaleMax = 0.7; Share this post Link to post Share on other sites
plumose 219 0 Posted May 31, 2010 i get these errors, Error reading binary file 'p:\hards\config.cpp' Include file p:\hards\cfgSurfaces.hpp not found. Cannot include file cfgSurfaces.hpp Preprocessor failed on file p:\hards\config.cpp - error 1. Error 3 while parsing Error in config p:\hards\config.cpp Include file p:\hards\cfgSurfaces.hpp not found. Cannot include file cfgSurfaces.hpp Preprocessor failed on file p:\hards\config.cpp - error 1. Error 3 while parsing Error in config p:\hards\config.cpp :confused: Share this post Link to post Share on other sites
jens198 0 Posted May 31, 2010 Can you post your files here on the forum? Jens Share this post Link to post Share on other sites
bushlurker 46 Posted May 31, 2010 Include file p:\hards\cfgSurfaces.hpp not found. This means that BINpbo is looking in that specified directory for your cfgSurfaces file - called cfgSurfaces.hpp... and it's not finding it.... do you have one in there? B Share this post Link to post Share on other sites
plumose 219 0 Posted May 31, 2010 everything shows in buldozer,i save it , bin it ,thats all fine, but when i put the pbo in addons . then i load game ,the map shows up ,when i go in to game arma crashes ...........help lol ---------- Post added at 09:00 PM ---------- Previous post was at 08:55 PM ---------- Can you post your files here on the forum?Jens these r my configs class CfgPatches { class hards { units[]= { "hards" }; weapons[]={}; requiredVersion=0.100000; requiredAddons[]= { "CAData", "CABuildings", "CAMisc", "CABuildings2", "CARoads2" }; }; }; class CfgVehicles { }; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid { }; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; }; }; class DefaultLighting; class hards: CAWorld { access=3; worldId=4; cutscenes[]={}; description="plumose"; icon=""; worldName="\hards\hards.wrp"; pictureMap=""; pictureShot="\"; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude=-40; latitude=-40; class Grid: Grid { offsetX=0; offsetY=0; class Zoom1 { zoomMax=0.150000; format="XY"; formatX=0; formatY=0; stepX=100; stepY=100; }; class Zoom2 { zoomMax=0.850000; format="XY"; formatX="00"; formatY="00"; stepX=1000; stepY=1000; }; class Zoom3 { zoomMax=1000000015047466200000000000000.000000; format="XY"; formatX="0"; formatY="0"; stepX=10000; stepY=10000; }; }; startTime="14:20"; startDate="11/10/2008"; startWeather=0.400000; startFog=0.000000; forecastWeather=0.250000; forecastFog=0.000000; centerPosition[]={3500,3500,300}; seagullPos[]={2560,150,2560}; ilsPosition[]={8483.419922,4174.040039}; ilsDirection[]={-0.570000,0.080000,-0.820000}; ilsTaxiIn[]={8620.179688,4212.479980,8554.540039,4118.520020,8555.940430,4103.509766,8588.120117,4080.840088,8593.219727,4069.030029,8573.719727,4041.330078,8560.509766,4022.250000,8554.240234,4021.219971,8487.349609,4068.070068,8440.769531,4100.779785,8437.179688,4107.959961}; ilsTaxiOff[]={9255.089844,5279.729980,8672.379883,4444.479980,8703.620117,4489.250000,8737.230469,4538.029785,8767.660156,4530.250000,8817,4494.259766,8860.450195,4465.339844,8861.129883,4452.970215,8784.769531,4343.500000,8773.410156,4342.799805,8740.099609,4365.129883,8725.849609,4363.640137,8667.309570,4279.040039,8641.160156,4241.990234,8620.179688,4212.479980}; drawTaxiway="false"; class ReplaceObjects { }; class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Lighting: DefaultLighting { groundReflection[]={0.060000,0.060000,0.030000}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[]= { -15, {0.050000,0.050000,0.060000}, {0.001000,0.001000,0.002000}, {0.020000,0.020000,0.050000}, {0.003000,0.003000,0.003000}, {0.000100,0.000100,0.000200}, {0.000100,0.000100,0.000200}, 0 }; fullNight[]= { -5, {0.050000,0.050000,0.050000}, {0.020000,0.020000,0.020000}, {0.040000,0.040000,0.040000}, {0.040000,0.040000,0.040000}, {0.010000,0.010000,0.020000}, {0.080000,0.060000,0.060000}, 0 }; sunMoon[]= { -3.750000, {0.045000,0.040000,0.040000}, {0.040000,0.040000,0.040000}, {0.045000,0.040000,0.040000}, {0.040000,0.040000,0.040000}, {0.040000,0.035000,0.040000}, {0.100000,0.080000,0.090000}, 0.500000 }; earlySun[]= { -2.500000, {0.120000,0.100000,0.100000}, {0.080000,0.060000,0.070000}, {0.120000,0.100000,0.100000}, {0.080000,0.060000,0.070000}, {0.080000,0.070000,0.080000}, {0.100000,0.100000,0.120000}, 1 }; sunrise[]= { 0, { {0.700000,0.450000,0.450000}, "5.16+(-4)" }, { {0.070000,0.090000,0.120000}, "4.0+(-4)" }, { {0.600000,0.470000,0.250000}, "4.66+(-4)" }, { {0.100000,0.090000,0.100000}, "4.3+(-4)" }, { {0.500000,0.400000,0.400000}, "6.49+(-4)" }, { {0.880000,0.510000,0.240000}, "8.39+(-4)" }, 1 }; earlyMorning[]= { 3, { {0.650000,0.550000,0.550000}, "6.04+(-4)" }, { {0.080000,0.090000,0.110000}, "4.5+(-4)" }, { {0.550000,0.470000,0.250000}, "5.54+(-4)" }, { {0.100000,0.090000,0.100000}, "5.02+(-4)" }, { {0.500000,0.400000,0.400000}, "7.05+(-4)" }, { {0.880000,0.510000,0.240000}, "8.88+(-4)" }, 1 }; midMorning[]= { 8, { {0.980000,0.850000,0.800000}, "8.37+(-4)" }, { {0.080000,0.090000,0.110000}, "6.42+(-4)" }, { {0.870000,0.470000,0.250000}, "7.87+(-4)" }, { {0.090000,0.090000,0.100000}, "6.89+(-4)" }, { {0.500000,0.400000,0.400000}, "8.9+(-4)" }, { {0.880000,0.510000,0.240000}, "10.88+(-4)" }, 1 }; morning[]= { 16, { {1,1,0.900000}, "13.17+(-4)" }, { {0.170000,0.180000,0.190000}, "10.26+(-4)" }, { {1,1,0.900000}, "12.67+(-4)" }, { {0.170000,0.180000,0.190000}, "11.71+(-4)" }, { {0.150000,0.150000,0.150000}, "12.42+(-4)" }, { {0.170000,0.170000,0.150000}, "14.42+(-4)" }, 1 }; noon[]= { 45, { {1,1,1}, "17+(-4)" }, { {1,1.300000,1.550000}, "13.5+(-4)" }, { {1,1,1}, "15+(-4)" }, { {0.360000,0.370000,0.380000}, "13.5+(-4)" }, { {1,1,1}, "16+(-4)" }, { {1.000000,1.000000,1}, "17+(-4)" }, 1 }; }; class DayLightingRainy: DayLightingRainy { deepNight[]= { -15, {0.003400,0.003400,0.004000}, {0.003000,0.003000,0.003000}, {0.003400,0.003400,0.004000}, {0.003000,0.003000,0.003000}, {0.001000,0.001000,0.002000}, {0.001000,0.001000,0.002000}, 0 }; fullNight[]= { -5, {0.023000,0.023000,0.023000}, {0.020000,0.020000,0.020000}, {0.023000,0.023000,0.023000}, {0.020000,0.020000,0.020000}, {0.010000,0.010000,0.020000}, {0.080000,0.060000,0.060000}, 0 }; sunMoon[]= { -3.750000, {0.040000,0.040000,0.050000}, {0.040000,0.040000,0.050000}, {0.040000,0.040000,0.050000}, {0.040000,0.040000,0.050000}, {0.040000,0.035000,0.040000}, {0.110000,0.080000,0.090000}, 0.500000 }; earlySun[]= { -2.500000, {0.068900,0.068900,0.080400}, {0.060000,0.060000,0.070000}, {0.068900,0.068900,0.080400}, {0.060000,0.060000,0.070000}, {0.080000,0.070000,0.080000}, {0.140000,0.100000,0.120000}, 0.500000 }; 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=1.000000; }; }; }; clutterGrid=1.000000; clutterDist=200; noDetailDist=40; fullDetailDist=15; midDetailTexture="hards\data\desert_mco.paa"; minTreesInForestSquare=5; minRocksInRockSquare=4; class Clutter { class UTGrassDryBunch: DefaultClutter { model="ca\plants2\clutter\c_deadGrassBunch.p3d"; affectedByWind=0.350000; swLighting=1; scaleMin=0.400000; scaleMax=0.700000; }; class UTGrassDryLongBunch: DefaultClutter { model="ca\plants2\clutter\c_grassDryLongBunch.p3d"; affectedByWind=0.350000; swLighting=1; scaleMin=0.600000; scaleMax=1.100000; }; class UTAutumnFlowers: DefaultClutter { model="ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind=0.400000; swLighting=1; scaleMin=0.700000; scaleMax=1.000000; }; class UTHeatherBrush: DefaultClutter { model="ca\plants2\clutter\c_caluna.p3d"; affectedByWind=0.150000; swLighting=1; scaleMin=0.800000; scaleMax=1.800000; }; class UTWeedSedge: DefaultClutter { model="ca\plants2\clutter\c_weed3.p3d"; affectedByWind=0.200000; swLighting=1; scaleMin=0.500000; scaleMax=0.850000; }; class UTWeedTall: DefaultClutter { model="ca\plants2\clutter\c_weed2.p3d"; affectedByWind=0.300000; swLighting=1; scaleMin=0.800000; scaleMax=1.100000; }; class UTWeedDead: DefaultClutter { model="ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind=0.300000; swLighting=1; scaleMin=0.750000; scaleMax=1.100000; }; class UTWeedDeadSmall: DefaultClutter { model="ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind=0.300000; swLighting=1; scaleMin=0.750000; scaleMax=0.900000; }; class UTBlueBerry: DefaultClutter { model="ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind=0.050000; swLighting=1; scaleMin=0.850000; scaleMax=1.300000; }; class UTFernAutumn: DefaultClutter { model="ca\plants2\clutter\c_fern.p3d"; affectedByWind=0.100000; scaleMin=0.600000; scaleMax=1.200000; }; class UTFernAutumnTall: DefaultClutter { model="ca\plants2\clutter\c_fernTall.p3d"; affectedByWind=0.150000; scaleMin=0.750000; scaleMax=1.000000; }; class GrassCrookedForest: DefaultClutter { model="ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind=0.300000; swLighting=1; scaleMin=0.800000; scaleMax=1.400000; }; class UTMushroomsPrasivka: DefaultClutter { model="ca\plants2\clutter\c_MushroomPrasivky.p3d"; affectedByWind=0; scaleMin=0.850000; scaleMax=1.250000; }; class GrassCrooked: DefaultClutter { model="ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind=0.300000; swLighting=1; scaleMin=0.200000; scaleMax=0.500000; }; class GrassCrookedGreen: DefaultClutter { model="ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind=0.300000; swLighting=1; scaleMin=0.300000; scaleMax=0.600000; }; }; class Subdivision { class Fractal { rougness=5; maxRoad=0.020000; maxTrack=0.500000; maxSlopeFactor=0.050000; }; class WhiteNoise { rougness=2; maxRoad=0.010000; maxTrack=0.050000; maxSlopeFactor=0.002500; }; minY=0.000000; minSlope=0.020000; }; class Ambient { class Mammals { radius=200; cost="(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability=0.200000; cost=1; }; }; }; class BigBirds { radius=300; cost="((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability=0.200000; cost=1; }; }; }; class Birds { radius=170; cost="(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability=0.200000; 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 NoWindClutter { radius=15; cost=8; class Species { class FxWindPollen1 { probability=1; cost=1; }; }; }; }; class Armory { }; safePositionAnchor[]={3448.110107,3627.179932}; safePositionRadius=2000; }; }; class CfgWorldList { class hards { }; }; class CfgMissions { }; class CfgSurfaces { class Default { }; class Water { }; class UTGravel: Default { access=2; files=""; rough=0.100000; dust=0.350000; soundEnviron="gravel"; character="Empty"; soundHit="hard_ground"; }; class UTRock: Default { access=2; files=""; rough=0.200000; dust=0.070000; soundEnviron="rock"; character="Empty"; soundHit="hard_ground"; }; class UTConcrete: Default { access=2; files=""; rough=0.080000; dust=0.050000; soundEnviron="concrete_ext"; character="Empty"; soundHit="hard_ground"; }; class UTBoulders: Default { access=2; files=""; rough=0.100000; dust=0.070000; soundEnviron="rock"; character="UTSparseGrassClutter"; soundHit="hard_ground"; }; class UTGround: Default { access=2; files=""; rough=0.100000; dust=0.200000; soundEnviron="dirt"; character="UTSparseGrassClutter"; soundHit="soft_ground"; }; class UTGrass: Default { access=2; files="cr_trava2_*"; rough=0.110000; dust=0.100000; soundEnviron="grass"; character="UTGrassClutter"; soundHit="soft_ground"; }; class UTHeather: Default { access=2; files=""; rough=0.140000; dust=0.100000; soundEnviron="drygrass"; character="UTHeatherClutter"; soundHit="soft_ground"; }; class UTWeeds: Default { access=2; files=""; rough=0.110000; dust=0.100000; soundEnviron="drygrass"; character="UTWeedsClutter"; soundHit="soft_ground"; }; class UTForest: Default { access=2; files=""; rough=0.200000; dust=0.150000; soundEnviron="forest"; character="UTPineForestClutter"; soundHit="soft_ground"; }; class CRGrassW1: Default { access=2; files="cr_travad1_*"; rough=0.110000; dust=0.100000; soundEnviron="grass"; character="CRGrassWClutter"; soundHit="soft_ground"; }; }; class CfgSurfaceCharacters { class UTSparseGrassClutter { names[]= { "UTGrassDryBunch" }; probability[]={0.070000}; }; class UTGrassClutter { probability[]={0.950000,0.020000,0.030000}; names[]= { "UTGrassDryBunch", "UTGrassDryLongBunch", "UTAutumnFlowers" }; }; class UTHeatherClutter { probability[]={0.100000,0.250000,0.070000,0.030000}; names[]= { "UTBlueBerry", "UTHeatherBrush", "UTGrassDryBunch", "UTWeedSedge" }; }; class UTWeedsClutter { probability[]={0.600000,0.300000,0.050000,0.030000,0.020000}; names[]= { "UTAutumnFlowers", "UTGrassDryLongBunch", "UTWeedTall", "UTWeedDead", "UTWeedDeadSmall" }; }; class UTPineForestClutter { probability[]={0.100000,0.150000,0.200000,0.050000,0.001000}; names[]= { "UTBlueBerry", "UTFernAutumn", "UTFernAutumnTall", "UTGrassDryBunch", "UTMushroomsPrasivka" }; }; class CRGrassWClutter { probability[]={1}; names[]= { "GrassCrookedGreen" }; }; }; Share this post Link to post Share on other sites
jens198 0 Posted May 31, 2010 everything shows in buldozer,i save it , bin it ,thats all fine, but when i put the pbo in addons . then i load game ,the map shows up ,when i go in to game arma crashes ...........help lol Please comment out these lines and try it again clutterDist=200; noDetailDist=40; fullDetailDist=15; If I set a clutterDist > 60 all my maps crash while loading ingame. Jens Share this post Link to post Share on other sites
plumose 219 0 Posted May 31, 2010 (edited) ive got map in game know but it takes 5 minates to load, theres not much in the map just desert ,ive only got pisek , and middle texture that i made my self ? Edited May 31, 2010 by plumose 219 Share this post Link to post Share on other sites
jens198 0 Posted May 31, 2010 What's the map size (km x km)? What's the sat_lco.png file size? Jens BTW: Nice to see you make some progress :o Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 6, 2010 (edited) Also, if its not Binarized it (without critical errors) will take a lot longer to load. Edited June 6, 2010 by [APS]Gnat Share this post Link to post Share on other sites
plumose 219 0 Posted June 7, 2010 Gnat;1643857']Also' date=' if its not Binarized it (without critical errors) will take a lot longer to load.[/quote']thanks for all your help..... Share this post Link to post Share on other sites
bravo 6 0 Posted June 10, 2010 (edited) removed question. Was too dumb BAH! sorry. Edited June 10, 2010 by bravo 6 Share this post Link to post Share on other sites