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working config

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hi is there any way i can get hold of a working config for my map, thanks...................:) plum

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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 by jens198
added some stuff

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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 by plumose 219

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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;
};

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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;

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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:

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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

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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"

};

};

};

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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

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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 by plumose 219

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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

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Also, if its not Binarized it (without critical errors) will take a lot longer to load.

Edited by [APS]Gnat

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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.....:yay:

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removed question. Was too dumb BAH!

sorry.

Edited by bravo 6

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