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Evil_Clown

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Posts posted by Evil_Clown


  1. Here's what I use. I just used other rvmat's and renamed what I needed to to create the proper texture:

    For forest floor with ferns, grass & occasional flowers use lesjeh. Rvamt text. Note the folder naming needs to be changed to your file folders:

    ambient[] = {0.9,0.9,0.9,1};

    diffuse[] = {0.9,0.9,0.9,1};

    forcedDiffuse[] = {0.02,0.02,0.02,1};

    specular[] = {0.0,0.0,0.0,0};

    specularPower = 1; // specular interpolator must be enabled

    emmisive[] = {0,0,0,0};

    PixelShaderID = "NormalMapDiffuse";

    VertexShaderID = "NormalMapDiffuseAlpha";

    //surfaceInfo = "landtext\bumps.bisurf";

    class Stage1

    { // normal map

    texture="Schmalfelden\Data\lesjeh_detail_nohq.paa";

    uvSource="tex";

    class uvTransform

    {

    aside[] = {10,0,0};

    up[] = {0,10,0};

    dir[] = {0,0,10};

    pos[] = {0,0,0};

    };

    };

    class Stage2

    {

    texture="Schmalfelden\Data\lesjeh_detail_co.paa";

    uvSource="tex";

    class uvTransform

    {

    aside[] = {10,0,0};

    up[] = {0,10,0};

    dir[] = {0,0,10};

    pos[] = {0,0,0};

    };

    };

    So the text you copied is the forest fern rvmat? With all forest clutters?


  2. Well i would really want to know what the RVMAT file for the forest texture in sahrani looks like. And all the other RVMAT files that cant be ripped from the template island, like rock and north grass etc..

    Does anybody know? Is there a template list for RVMAT files so that clutters look like they should?

    I know that there is a thread about RVMAT files, so dont link to it.

    If you have a good looking forest RVMAT file, post it in the thread please. I need something that works with the north-forest texture/ Pine trees. help.gif


  3. I need help. Im no config wizard.

    I renamed the bis textures to more easily names. But no clutters show up. It only says "cannot load -pathway-blabla.p3d."

    Here is my config.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0

    #define ReadAndCreate 1

    #define ReadOnly 2

    #define ReadOnlyVerified 3

    class CfgPatches {

    class BirchIsland {

    units[] = {};

    worlds[] = {BirchIsland};

    requiredVersion = 0.1;

    };

    };

    class DefaultLighting;

    class DefaultLighting_CA : DefaultLighting {};

    //+++++++++++++++++++++++++++\\

    ///the definition of my own ground textures\\\

    //+++++++++++++++++++++++++++\\

    class CfgSurfaces

    {

    class Default {};

    class water {};

    class Bergsten : Default

    {

    access = ReadOnly;

    files = "Bergsten_*";

    rough = 0.01;

    dust = 0.8;

    soundEnviron = "road";

    character = "citysandClutter";

    };

    class Grovsand : Default

    {

    access = ReadOnly;

    files = "Grovsand_*";

    rough = 0.03;

    dust = 0.9;

    soundEnviron = "sand";

    character = "desertsandClutter";

    };

    class Ljusgrontgras : Default

    {

    access = ReadOnly;

    files = "Ljusgrontgras_*";

    rough = 0.01;

    dust = 0.09;

    soundEnviron = "drygrass";

    character = "grassdryClutter";

    };

    };

    //+++++++++++++++++++++++++++\\

    ///////the definition of my own clutters\\\\\\\\\

    //+++++++++++++++++++++++++++\\

    class CfgSurfaceCharacters

    {

    class citysandClutter

    {

    probability[] = {0.0005000,0.001,0.004};

    names[] = {"grassdryLong","cityrocksmall","Cityrockbig"};

    };

    class desertsandClutter

    {

    probability[] = {0.010015,0.005001,0.003001,0.000670,0.00050,0.0002};

    names[] = {"grassdryShort","Desertrockssmall", "Desertrocksbig",

    "Desertrockbig", "Desertrockbig2", "Desertrockbig3"};

    };

    class grassdryClutter

    {

    probability[] = {0.0500,0.0100};

    names[] = {"grassgreenLong","grassgreenShort"};

    };

    };

    //+++++++++++++++++++++++++++\\

    /////////--island simple definition part--\\\\\\\\\

    //+++++++++++++++++++++++++++\\

    class CfgWorlds {

    class DefaultClutter {

    scaleMin = 0.9;

    scaleMax = 1.4;

    };

    class DefaultWorld; // External class reference

    class Intro : DefaultWorld {};

    class BirchIsland : Intro {

    access = 3;

    cutscenes[] = {"DesertIntro1"};

    description = "BirchIsland";

    icon = "";

    worldName = "\BirchIsland\BirchIsland.wrp";

    pictureMap = "";

    pictureShot = "";

    plateFormat = "ML$ - #####";

    plateLetters = ABCDEGHIKLMNOPRSTVXZ;

    longitude = -40; // positive is east

    latitude = -40; // positive is south

    class Grid //OFP style Aa00 - JJ99

    {

    //colorGrid[]={0,0,1,1};

    //colorGridMap[]={0,0,1,1};

    offsetX=0;

    offsetY=0;

    class Zoom0

    {

    zoomMax=0.2;

    format="XY";

    formatX="Aa";

    formatY="00";

    stepX=256;

    stepY=256;

    };

    class Zoom1

    {

    zoomMax=1.0;

    format="XY";

    formatX="A-";

    formatY="0-";

    stepX=2560;

    stepY=2560;

    };

    }

    startTime = 8:30;

    startDate = 07/06/2007;

    startWeather = 0.1;

    startFog = 0.0;

    forecastWeather = 0.3;

    forecastFog = 0.0;

    seagullPos[] = {1272.84, 150.0, 14035};

    centerPosition[] = {2500, 2500, 300};

    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 = 0;

    class ReplaceObjects {};

    class Sounds {

    sounds[] = {};

    };

    class Animation {

    vehicles[] = {};

    };

    class Lighting : DefaultLighting {};

    clutterGrid = 1.11;

    clutterDist = 55;

    noDetailDist = 40;

    fullDetailDist = 5;

    minTreesInForestSquare = 3;

    minRocksInRockSquare = 4;

    //+++++++++++++++++++++++++++\\

    /////the real definition of my own clutters\\\\\\

    //+++++++++++++++++++++++++++\\

    class clutter

    {

    class GrassGeneral: DefaultClutter //main BI grass clutter

    {

    model = "\plants\clutter_grass_general.p3d";

    affectedByWind = 0;

    swLighting = 1;

    scaleMin = 0.75;

    scaleMax = 1.0;

    };

    class grassdryLong: GrassGeneral //my first definition of grass clutters,

    // see the first part, and find the corrispondence of these classes

    {

    model="BHD_m\vege\grassdry.p3d";

    affectedByWind = 0.01;

    scaleMin = 1.0;

    scaleMax = 1.50;

    };

    class grassdryShort: GrassGeneral //same goes for this class

    {

    model="BHD_m\vege\grassdry.p3d";

    affectedByWind = 0.001;

    scaleMin = 0.70;

    scaleMax = 1.0;

    };

    class grassgreenLong: GrassGeneral //same goes for this class

    {

    model="BHD_m\vege\grassgreen.p3d";

    affectedByWind = 0.5;

    scaleMin = 1.0;

    scaleMax = 1.50;

    };

    class grassgreenShort: GrassGeneral //same goes for this class

    {

    model="BHD_m\vege\grassgreen.p3d";

    affectedByWind = 0.05;

    scaleMin = 0.70;

    scaleMax = 1.00;

    };

    class Desertrockssmall: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\clutter_stone_small.p3d";

    affectedByWind = 0;

    scaleMin = 0.2;

    scaleMax = 0.4;

    };

    class Desertrockssbig: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\stone3_clutter.p3d";

    affectedByWind = 0;

    scaleMin = 0.2;

    scaleMax = 0.4;

    };

    class Desertrockbig: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\stone4_invert.p3d";

    affectedByWind = 0;

    scaleMin = 0.4;

    scaleMax = 0.8;

    };

    class Desertrockbig2: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\stone3a.p3d";

    affectedByWind = 0;

    scaleMin = 0.2;

    scaleMax = 0.4;

    };

    class Desertrockbig3: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\stone4.p3d";

    affectedByWind = 0;

    scaleMin = 0.2;

    scaleMax = 0.4;

    };

    class Cityrocksmall: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\clutter_stone_small.p3d";

    affectedByWind = 0;

    scaleMin = 0.1;

    scaleMax = 0.26;

    };

    class Cityrockbig: GrassGeneral //main BI configuration for rocks

    {

    model = "\rocks\stone3_clutter.p3d";

    affectedByWind = 0;

    scaleMin = 0.1;

    scaleMax = 0.3;

    };

    };

    };

    };

    class CfgWorldList

    {

    class BirchIsland {};

    };

    Also, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEnviron = "road"; is this a path to custom enviromental sounds?

    Im not so interested in adding custom files, i just want to make the renamed textures to show up clutter. help.gif


  4. hi i forgot how to import the heightmap properly into v3, it says "cant import image, needs to be 16bit" but i saved it in 16bit so it should work. I had this problem some months ago but since i havent been working with maps since i have forgotten how i fixed it.

    I think i used some kind of terraforming software to import the image and then export it into 16bit, but i cant recall what the software was called, it wasnt wilbur or terragen. It was a small .Exe file.

    Please help me, i need to get the heightmap into v3.


  5. This is my xml from arma xml hoster.

    <?xml version="1.0" encoding="UTF-8" standalone="yes"?>

    <!DOCTYPE squad SYSTEM "squad.dtd">

    <?xml-stylesheet href="squad.xsl?" type="text/xsl"?>

    <squad nick="J.B Cooter">

    <name>Alabama</name>

    <email>J.B Cooter</email>

    <web>J.B Cooter</web>

    <picture>Image1</picture>

    <title></title>

    <member id="16839175" nick="J.B Cooter">

    <name>J.B Cooter</name>

    <email></email>

    <icq></icq>

    <remark>J.B Cooter</remark>

    </member>

    </squad>

    If i put in Image.jpg it screams "ERROR!!!"

    And the image does not appear.

    http://sh.armatechsquad.com/J.B Cooter/squad.xml

    This is the image im trying to use

    image1mg9.jpg

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