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Symbiot

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Everything posted by Symbiot

  1. Proud to present to you the new just released version of exellent tool  - Arma Pbo View by Voyager & Flea You can: - Preview a list of files without extracting them. - Preview all textures without extracting them. - Preview text (script) files without extracting them. - Pack & Unpack almost all types of PBOs. - Extract all files or selected files only. - Associate pbo files with this tool. - Change background color of texture viewer. - Change fonts of text viewer. - Save your settings. Version is updated to 0.8 Important !!! You will need Microsoft .NET Framework Version 2.0 !!! You can download Arma Pbo View here Homepage Russian Google translated English ))
  2. I try to replace some of objects on my map to the same objects but with changed model and texture path. If i do TOOLS/Replace object it works, i see my obect in Buldozer, but i can't keep it's position. The problem is - i have a few hundreds of this objects on my map and i'd like to keep it as it was with old model. Some ideas how to do it ?
  3. I DID it !!!! I have HEXed .pew and it works. The easiest way to keep it work - is to have the same name length if you change something... For ex - ca\plants\data\briza2_2.rvmat - 29 symbols So you need to have the path like - ca\fseden\vegetation\b2.rvmat - 29 symbols
  4. I've already did it for model and it works, but not for .pew dunno why...
  5. Symbiot

    SeXyWombat's Tank Damage System

    SeXyWombat Any chances to see ripped off parts ? Like it was in FFUR for OFP. Tank parts laying on the ground after explosion, smoking turret ripped off from hull was something nice to see
  6. Symbiot

    Ca_Everon

    There will be only one definitive release. I don't work with BiS to make 1000000 patches of my product Btw small portion of screens Sat texture is almost finished. We work now on vegetation tweaking, lods and ground textures. Low resolution sat on this screens - http://img135.imageshack.us/my.php?image=arma2008091119334664sx7.jpg http://img135.imageshack.us/my.php?image=arma2008091119330151lg7.jpg http://img135.imageshack.us/my.php?image=arma2008091119322418ko0.jpg http://img161.imageshack.us/my.php?image=arma2008091119314839ty3.jpg http://img135.imageshack.us/my.php?image=arma2008091119305104ey7.jpg http://img161.imageshack.us/my.php?image=arma2008091119302303xh6.jpg http://img135.imageshack.us/my.php?image=arma2008091119293354ce6.jpg
  7. Symbiot

    Ca_Everon

    Work in progress Screens were taken with normal resolution version, high resolution version will be released too. http://img261.imageshack.us/my.php?image=arma2008082123474070lt0.jpg http://img99.imageshack.us/my.php?image=arma2008082123373754qq5.jpg http://img99.imageshack.us/my.php?image=arma2008082123491000bm5.jpg http://img505.imageshack.us/my.php?image=arma2008082123472107rc2.jpg http://img505.imageshack.us/my.php?image=arma2008082123471171tk5.jpg http://img257.imageshack.us/my.php?image=arma2008082123413198wq4.jpg http://img99.imageshack.us/my.php?image=arma2008082123393981vs4.jpg http://img99.imageshack.us/my.php?image=arma2008082123390534sy9.jpg http://img255.imageshack.us/my.php?image=arma2008082123382384np7.jpg And some fisheyes  http://img257.imageshack.us/my.php?image=arma2008082123503901as4.jpg http://img99.imageshack.us/my.php?image=arma2008082123501737hl5.jpg http://img261.imageshack.us/my.php?image=arma2008082123505812vy4.jpg
  8. Symbiot

    Ca_Everon

    http://img117.imageshack.us/my.php?image=mohjw5.jpg
  9. Symbiot

    Ca_Everon

    http://img98.imageshack.us/my.php?image=arma2008090512233373bx6.jpg http://img301.imageshack.us/my.php?image=arma2008090512241485oe7.jpg http://img356.imageshack.us/my.php?image=arma2008090512231892vs2.jpg http://img356.imageshack.us/my.php?image=arma2008090512200614ar6.jpg http://img98.imageshack.us/my.php?image=arma2008090512195957cn3.jpg http://img98.imageshack.us/my.php?image=arma2008090512192875nz5.jpg http://img356.imageshack.us/my.php?image=arma2008090512253257br8.jpg
  10. Symbiot

    Ca_Everon

    A few minutes in photoshop, tweaked Stacker's trees texture. Repacked, and voila - Not so heavy dark anymore ! http://img222.imageshack.us/img222/1092/arma2008090421493579zn4.jpg
  11. Symbiot

    Ca_Everon

    Low reslution version of Everon Spruces are custom but version is outdated. Grass clutters are default, but tweaked customly Custom models of shrubs will be added in the forest soon. http://img384.imageshack.us/my.php?image=arma2008090420501443bv6.jpg http://img222.imageshack.us/my.php?image=arma2008090420492373vu1.jpg http://img134.imageshack.us/my.php?image=arma2008090420462495ov4.jpg http://img134.imageshack.us/my.php?image=arma2008090420434387yo3.jpg http://img516.imageshack.us/my.php?image=arma2008090420522806rt9.jpg
  12. Guys, i need your help ! I've tryed to make some custom clutters, i've copied all needed parts class Clutter { class CfgSurfaces { class CfgSurfaceCharacters { from Ca config, Sara config, Porto config and CWR Malden config (they have nearly the same config). And i've adopted it to my needs, i've used default clutters but texture names was changed. Anyway after all this manipulations i can't see it ingame, texture surface has no clutters at all !!! Help me plz to find there the problem is ! Short Description - layers .cfg - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers { class SandBeachEden { texture = "ca\ca_eden\data\EDpisekplaz_mco.paa"; material="ca\ca_eden\data\SandBeachEden.rvmat"; }; class SandGeneralEden { texture = "ca\ca_eden\data\EDpisek_mco.paa"; material="ca\ca_eden\data\SandGeneralEden.rvmat"; }; class high_trava { texture = "ca\ca_eden\data\EDtravajih_mco.paa"; material="ca\ca_eden\data\high_trava.rvmat"; }; class GrassEden { texture = "ca\ca_eden\data\EDtrava_mco.paa"; material="ca\ca_eden\data\GrassEden.rvmat"; }; class ForestNeedlesEden { texture = "ca\ca_eden\data\EDlesjeh_mco.paa"; material="ca\ca_eden\data\ForestNeedlesEden.rvmat"; }; class CityGroundEden { texture = "ca\ca_eden\data\EDmesto_mco.paa"; material="ca\ca_eden\data\CityGroundEden.rvmat"; }; class RockNorthEden { texture = "ca\ca_eden\data\EDskalas_mco.paa"; material="ca\ca_eden\data\RockNorthEden.rvmat"; }; class Field1Eden { texture = "ca\ca_eden\data\EDpole1_mco.paa"; material="ca\ca_eden\data\Field1Eden.rvmat"; }; }; class Legend { picture="ca\SampleMap\Source\mapLegend.png"; class Colors { SandBeachEden[]={{255,255,0}}; SandGeneralEden[]={{128,128,0}}; high_trava[]={{255,0,255}}; GrassEden[]={{0,255,0},{0,128,0}}; ForestNeedlesEden[]={{255,128,255}}; CityGroundEden[]={{100,100,100},{0,0,255}}; RockNorthEden[]={{255,0,0}}; Field1Eden[]={{0,0,0},{99,55,0}}; }; }; All used textures and rvmats are in ca\ca_eden\data, all paths are 100% correct. Config.cpp - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 ca_eden { units[] = {}; weapons[] = {}; worlds[] = {"Eden" }; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class CfgMaterials { class Water { PixelShaderID = "Water"; VertexShaderID = "Water"; ambient[] = {0.016, 0.0264, 0.016, 0.6}; diffuse[] = {0.121, 0.114, 0.102, 0.4}; forcedDiffuse[] = {0, 0, 0, 0}; specular[] = {1, 1, 1, 0}; specularPower = 4; emmisive[] = {0, 0, 0, 0}; class Shore { ambient[] = {0.77,0.60,0.27, 0.6}; diffuse[] = {0.77,0.60,0.27, 0.7}; }; class ShoreFoam { ambient[] = {0.77,0.60,0.27, 0.6}; diffuse[] = {0.77,0.60,0.27, 0.7}; }; class ShoreWet { }; class Stage1 { texture = "#(rgb,8,8,3)color(0.5,0.5,1.0,1)"; uvSource = "texWaterAnim"; class uvTransform { aside[] = {0, 4, 0}; up[] = {4, 0, 0}; dir[] = {0, 0, 4}; pos[] = {0.2, 0.5, 0}; }; }; class Stage3 { texture = "#(ai,16,64,1)waterirradiance(16)"; uvSource = "none"; }; class Stage4 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; uvSource = "none"; }; class Stage5 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; uvSource = "none"; }; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgLocationTypes; //Extended class CfgWorlds { class DefaultClutter { scaleMin = 0.900000; scaleMax = 1.400000; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class ca_eden: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {ca_edenIntro1}; description = "CA Eden"; icon=""; worldName=\ca\ca_eden\ca_eden.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 = 0.300000; swLighting = 1; scaleMin = 0.750000; scaleMax = 1.000000; }; class EdenGrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class EdenGrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.600000; scaleMin = 0.600000; scaleMax = 1.100000; }; class EdenGrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class EdenGrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class EdenGrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class EdenForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.100000; scaleMin = 0.900000; scaleMax = 1.100000; }; class EdenSmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.900000; scaleMax = 1.100000; }; class EdenFlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class EdenFlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class EdenMushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.850000; scaleMax = 1.250000; }; }; 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 = 270; //Xbox: (1 - night) * (2 + 8 * sea) cost = "(1 - night) * ((3 + (10 * sea)) - (4 * rain))"; class Species { class Seagull { probability = 0.6; 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 { class SaintPhillippe { name = "Saint Phillippe"; position[] = {4674,10730,50 }; }; class Regina { name = "Regina"; position[] = {7197,2347,50 }; }; class Meaux { name = "Meaux"; position[] = {4524,9549,100 }; }; class Tyrone { name = "Tyrone"; position[] = {4946,9056,50 }; }; class Montignac { name = "Montignac"; position[] = {4935,6994,50 }; }; class Gravette { name = "Gravette"; position[] = {4112,7772,50 }; }; class EnreDeux { name = "Entre Deux"; position[] = {5735,7059,100 }; }; class Provins { name = "Provins"; position[] = {5501,6050,50 }; }; class Chotain { name = "Chotain"; position[] = {7057,5987,50 }; }; class Laruns { name = "Laruns"; position[] = {7556,5558,50 }; }; class Figari { name = "Figari"; position[] = {5283,5375,50 }; }; class LeMoule { name = "Le Moule"; position[] = {2590,5384,50 }; }; class Morton { name = "Morton"; position[] = {5134,3955,100 }; }; class Lamentin { name = "Lamentin"; position[] = {1333,5962,100 }; }; class Levie { name = "Levie"; position[] = {7554,4737,10 }; }; class Durras { name = "Durras"; position[] = {8835,2710,50 }; }; class Vernon { name = "Vernon"; position[] = {9142,2159,50 }; }; class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; }; }; }; }; class CfgSurfaces { class Default { }; class Water { }; class GrassEden : Default { access = 2; files = "EDtrava_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "EdenGrassClutter"; }; class ForestNeedlesEden : Default { access = 2; files = "EDlesjeh*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "EdenForestNeedlesClutter"; }; class CityGroundEden : Default { access = 2; files = "EDmesto*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class Field1Eden : Default { access = 2; files = "EDpole1*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "EdenSparseWeedsClutter"; }; class RockNorthEden : Default { access = 2; files = "EDskalas*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class SandBeachEden : Default { access = 2; files = "EDpisekplaz*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class SandGeneralEden : Default { access = 2; files = "EDpisek_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "EdenSandGeneralClutter"; }; }; class CfgSurfaceCharacters { class Empty { probability[] = {}; names[] = {}; }; class EdenGrassClutter { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"EdenGrassGeneral","EdenFlowersColor","EdenGrassLong","EdenGrassSevenbeauty" }; }; class EdenSandGeneralClutter { probability[] = {0.010000,0.050000 }; names[] = {"EdenGrassLong","EdenSmallRocks" }; }; class EdenForestNeedlesClutter { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"EdenForestFern","EdenGrassLong","EdenGrassFlowers","EdenSmallRocks","EdenMushroomsHorcak","EdenMushroomsPrasivka","EdenMushroomsMuchomurka" }; }; class EdenSparseWeedsClutter { probability[] = {0.020000 }; names[] = {"EdenFlowersWhite" }; }; }; class CfgWorldList { class ca_eden {}; }; class CfgMissions { class Cutscenes { class ca_edenIntro1 { directory = "ca\ca_eden\data\scenes\intro.ca_eden"; }; }; };
  13. Problem is fixed, i've found a solution by myself. Anyways thx to everyone !
  14. Symbiot

    Ca_Everon

    Problem is fixed, thx to everyone
  15. Symbiot

    Ca_Everon

    LooooooL i'm a dumbass  class clutter  {  class FSEden _  !!!!! GrassGeneral  : DefaultClutter {        model = "ca\plants\clutter_grass_general.p3d";        affectedByWind = 0.300000;        swLighting = 1;        scaleMin = 0.750000;        scaleMax = 1.000000;      };      class FSEden_  !!!!! GrassFlowers  : FSEden_GrassGeneral {        model = "ca\plants\clutter_grass_flowers.p3d";      };      class FSEden_GrassLong  : FSEden_GrassGeneral {        model = "ca\plants\clutter_grass_long.p3d";        affectedByWind = 0.600000;        scaleMin = 0.600000;        scaleMax = 1.100000;      }; class CfgSurfaceCharacters  {  class FSEden_GrassClutter  {    probability[] = {0.980000,0.030000,0.020000,0.015000 };    names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong"," FSEdenGrassSevenbeauty" };  };  class FSEden_SandGeneralClutter  {    probability[] = {0.010000,0.050000 };    names[] = {"FSEdenGrassLong","FSEdenSmallRocks" };  };
  16. Symbiot

    Ca_Everon

    Hmmm, and what is this in my config Look at the end of my previsious post with a config - Isn't this you are talking about ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces { class Default { }; class Water { }; class FSEden_Grass : Default { access = 2; files = "FSEden_Grass_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "FSEden_GrassClutter"; }; class FSEden_ForestNeedles : Default { access = 2; files = "FSEden_ForestNeedles_*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "FSEden_ForestNeedlesClutter"; }; class FSEden_CityGround : Default { access = 2; files = "FSEden_CityGround_*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class FSEden_Field1 : Default { access = 2; files = "FSEden_Field1_*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "FSEden_SparseWeedsClutter"; }; class FSEden_RockNorth : Default { access = 2; files = "FSEden_RockNorth_*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class FSEden_SandBeach : Default { access = 2; files = "FSEden_SandBeach_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class FSEden_SandGeneral : Default { access = 2; files = "FSEden_SandGeneral_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "FSEden_SandGeneralClutter"; }; }; class CfgSurfaceCharacters { class FSEden_GrassClutter { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" }; }; class FSEden_SandGeneralClutter { probability[] = {0.010000,0.050000 }; names[] = {"FSEdenGrassLong","FSEdenSmallRocks" }; }; class FSEden_ForestNeedlesClutter { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" }; }; class FSEden_SparseWeedsClutter { probability[] = {0.020000 }; names[] = {"FSEdenFlowersWhite" }; }; };
  17. Symbiot

    Ca_Everon

    Thx for your help. You have forgot one closing bracket after class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; }; But even after i've fixed it, it dasn't work ((((( Sniffff, dunnnoo what to do
  18. I've changed everything and it still to not work ingame. DAMN here is a new configs Layers - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers { class FSEden_SandBeach { texture = "ca\FSeden\data\FSEden_SandBeach_mco.paa"; material="ca\FSeden\data\FSEden_SandBeach.rvmat"; }; class FSEden_SandGeneral { texture = "ca\FSeden\data\FSEden_SandGeneral_mco.paa"; material="ca\FSeden\data\FSEden_SandGeneral.rvmat"; }; class high_trava { texture = "ca\FSeden\data\high_trava_mco.paa"; material="ca\FSeden\data\high_trava.rvmat"; }; class FSEden_Grass { texture = "ca\FSeden\data\FSEden_Grass_mco.paa"; material="ca\FSeden\data\FSEden_Grass.rvmat"; }; class FSEden_ForestNeedles { texture = "ca\FSeden\data\FSEden_ForestNeedles_mco.paa"; material="ca\FSeden\data\FSEden_ForestNeedles.rvmat"; }; class FSEden_CityGround { texture = "ca\FSeden\data\FSEden_CityGround_mco.paa"; material="ca\FSeden\data\FSEden_CityGround.rvmat"; }; class FSEden_RockNorth { texture = "ca\FSeden\data\FSEden_RockNorth_mco.paa"; material="ca\FSeden\data\FSEden_RockNorth.rvmat"; }; class FSEden_Field1 { texture = "ca\FSeden\data\FSEden_Field1_mco.paa"; material="ca\FSeden\data\FSEden_Field1.rvmat"; }; }; class Legend { picture="ca\SampleMap\Source\mapLegend.png"; class Colors { FSEden_SandBeach[]={{255,255,0}}; FSEden_SandGeneral[]={{128,128,0}}; FShigh_trava[]={{255,0,255}}; FSEden_Grass[]={{0,255,0},{0,128,0}}; FSEden_ForestNeedles[]={{255,128,255}}; FSEden_CityGround[]={{100,100,100},{0,0,255}}; FSEden_RockNorth[]={{255,0,0}}; FSEden_Field1[]={{0,0,0},{99,55,0}}; }; }; config.cpp - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class FSeden { units[] = {"FSeden" }; weapons[] = {}; requiredVersion = 1.10000; requiredAddons[] = {"CAData","CABuildings","CAMisc","CAPlants","CARoads","CARocks" }; }; }; class CfgLocationTypes; //Extended class DefaultLighting; //Extended class DefaultLighting_CA : DefaultLighting { }; class CfgWorlds { class DefaultClutter { scaleMin = 0.900000; scaleMax = 1.400000; }; class DefaultWorld; //Extended class CAWorld : DefaultWorld { class Grid { }; }; class FSeden : CAWorld { access = 3; worldId = 3; cutscenes[] = {"FSedenIntro1" }; description = "FSEden"; icon = ""; worldName = "\ca\FSeden\FSeden.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "3D$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; latitude = -40; class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.500000; 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 = 0.100000; startFog = 0.000000; forecastWeather = 0.300000; forecastFog = 0.000000; seagullPos[] = {1272.842041,150.000000,14034.961914 }; centerPosition[] = {2500,2500,300 }; ilsPosition[] = {1929,1684,5 }; ilsDirection[] = {-0.700000,0.080000,-0.600000 }; ilsTaxiIn[] = {2257,1878,1985,1651,1968,1655,1947,1679,1950,1700 }; ilsTaxiOff[] = {2188,1899,2460,2127,2473,2125,2495,2097,2494,2077,2257,1878 }; drawTaxiway = 1; class clutter { class FSEden_GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.300000; swLighting = 1; scaleMin = 0.750000; scaleMax = 1.000000; }; class FSEden_GrassFlowers : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class FSEden_GrassLong : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.600000; scaleMin = 0.600000; scaleMax = 1.100000; }; class FSEden_GrassSevenbeauty : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class FSEden_GrassYellow : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class FSEden_GrassDesert : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class FSEden_ForestFern : FSEden_GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.100000; scaleMin = 0.900000; scaleMax = 1.100000; }; class FSEden_SmallRocks : FSEden_GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.900000; scaleMax = 1.100000; }; class FSEden_FlowersColor : FSEden_GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FSEden_FlowersWhite : FSEden_GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class FSEden_MushroomsHorcak : FSEden_GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.850000; scaleMax = 1.250000; }; }; class ReplaceObjects { }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting { }; clutterGrid = 1.110000; clutterDist = 60; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; 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 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 Seagull { 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 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 FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; 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; 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 { class SaintPhillippe { name = "Saint Phillippe"; position[] = {4674,10730,50 }; }; class Regina { name = "Regina"; position[] = {7197,2347,50 }; }; class Meaux { name = "Meaux"; position[] = {4524,9549,100 }; }; class Tyrone { name = "Tyrone"; position[] = {4946,9056,50 }; }; class Montignac { name = "Montignac"; position[] = {4935,6994,50 }; }; class Gravette { name = "Gravette"; position[] = {4112,7772,50 }; }; class EnreDeux { name = "Entre Deux"; position[] = {5735,7059,100 }; }; class Provins { name = "Provins"; position[] = {5501,6050,50 }; }; class Chotain { name = "Chotain"; position[] = {7057,5987,50 }; }; class Laruns { name = "Laruns"; position[] = {7556,5558,50 }; }; class Figari { name = "Figari"; position[] = {5283,5375,50 }; }; class LeMoule { name = "Le Moule"; position[] = {2590,5384,50 }; }; class Morton { name = "Morton"; position[] = {5134,3955,100 }; }; class Lamentin { name = "Lamentin"; position[] = {1333,5962,100 }; }; class Levie { name = "Levie"; position[] = {7554,4737,10 }; }; class Durras { name = "Durras"; position[] = {8835,2710,50 }; }; class Vernon { name = "Vernon"; position[] = {9142,2159,50 }; }; class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; }; }; }; }; class CfgSurfaces { class Default { }; class Water { }; class FSEden_Grass : Default { access = 2; files = "FSEden_Grass_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "FSEden_GrassClutter"; }; class FSEden_ForestNeedles : Default { access = 2; files = "FSEden_ForestNeedles_*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "FSEden_ForestNeedlesClutter"; }; class FSEden_CityGround : Default { access = 2; files = "FSEden_CityGround_*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class FSEden_Field1 : Default { access = 2; files = "FSEden_Field1_*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "FSEden_SparseWeedsClutter"; }; class FSEden_RockNorth : Default { access = 2; files = "FSEden_RockNorth_*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class FSEden_SandBeach : Default { access = 2; files = "FSEden_SandBeach_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class FSEden_SandGeneral : Default { access = 2; files = "FSEden_SandGeneral_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "FSEden_SandGeneralClutter"; }; }; class CfgSurfaceCharacters { class FSEden_GrassClutter { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" }; }; class FSEden_SandGeneralClutter { probability[] = {0.010000,0.050000 }; names[] = {"FSEdenGrassLong","FSEdenSmallRocks" }; }; class FSEden_ForestNeedlesClutter { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" }; }; class FSEden_SparseWeedsClutter { probability[] = {0.020000 }; names[] = {"FSEdenFlowersWhite" }; }; }; class CfgWorldList { class FSeden { }; }; class CfgMissions { class Cutscenes { class FSedenIntro1 { directory = "ca\FSeden\data\scenes\intro.FSeden"; }; }; }; I have no more ideas what can it be....
  19. Symbiot

    Ca_Everon

    Sure but first i need to find a solution to fix this damn clutters. I've changed everything and it still to not work ingame. DAMN all names of textures, materials and configs are changed and 100% custom textures and materials have the same prefixes all paths are correct can't understand WTF - there is no grass, rocks and mushrooms on texture surface here is a new configs Layers - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers {  class FSEden_SandBeach  {   texture = "ca\FSeden\data\FSEden_SandBeach_mco.paa";   material="ca\FSeden\data\FSEden_SandBeach.rvmat";  };  class FSEden_SandGeneral  {   texture = "ca\FSeden\data\FSEden_SandGeneral_mco.paa";   material="ca\FSeden\data\FSEden_SandGeneral.rvmat";  };  class high_trava  {   texture = "ca\FSeden\data\high_trava_mco.paa";   material="ca\FSeden\data\high_trava.rvmat";  };  class FSEden_Grass  {   texture = "ca\FSeden\data\FSEden_Grass_mco.paa";   material="ca\FSeden\data\FSEden_Grass.rvmat";  };  class FSEden_ForestNeedles  {   texture = "ca\FSeden\data\FSEden_ForestNeedles_mco.paa";   material="ca\FSeden\data\FSEden_ForestNeedles.rvmat";  };  class FSEden_CityGround  {   texture = "ca\FSeden\data\FSEden_CityGround_mco.paa";   material="ca\FSeden\data\FSEden_CityGround.rvmat";  };  class FSEden_RockNorth  {   texture = "ca\FSeden\data\FSEden_RockNorth_mco.paa";   material="ca\FSeden\data\FSEden_RockNorth.rvmat";  };  class FSEden_Field1  {   texture = "ca\FSeden\data\FSEden_Field1_mco.paa";   material="ca\FSeden\data\FSEden_Field1.rvmat";  }; }; class Legend {  picture="ca\SampleMap\Source\mapLegend.png";  class Colors  { FSEden_SandBeach[]={{255,255,0}}; FSEden_SandGeneral[]={{128,128,0}}; FShigh_trava[]={{255,0,255}}; FSEden_Grass[]={{0,255,0},{0,128,0}}; FSEden_ForestNeedles[]={{255,128,255}}; FSEden_CityGround[]={{100,100,100},{0,0,255}}; FSEden_RockNorth[]={{255,0,0}}; FSEden_Field1[]={{0,0,0},{99,55,0}};  }; }; config.cpp - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches  { class FSeden  { units[] = {"FSeden" }; weapons[] = {}; requiredVersion = 1.10000; requiredAddons[] = {"CAData","CABuildings","CAMisc","CAPlants","CARoads","CARocks" }; }; }; class CfgLocationTypes; //Extended class DefaultLighting; //Extended class DefaultLighting_CA  : DefaultLighting { }; class CfgWorlds  { class DefaultClutter  { scaleMin = 0.900000; scaleMax = 1.400000; }; class DefaultWorld; //Extended class CAWorld  : DefaultWorld { class Grid  { }; }; class FSeden  : CAWorld { access = 3; worldId = 3; cutscenes[] = {"FSedenIntro1" }; description = "FSEden"; icon = ""; worldName = "\ca\FSeden\FSeden.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "3D$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; latitude = -40; class Grid  : Grid { offsetX = 0; offsetY = -15360; class Zoom1  { zoomMax = 0.500000; 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 = 0.100000; startFog = 0.000000; forecastWeather = 0.300000; forecastFog = 0.000000; seagullPos[] = {1272.842041,150.000000,14034.961914 }; centerPosition[] = {2500,2500,300 }; ilsPosition[] = {1929,1684,5 }; ilsDirection[] = {-0.700000,0.080000,-0.600000 }; ilsTaxiIn[] = {2257,1878,1985,1651,1968,1655,1947,1679,1950,1700 }; ilsTaxiOff[] = {2188,1899,2460,2127,2473,2125,2495,2097,2494,2077,2257,1878 }; drawTaxiway = 1; class clutter  {   class FSEden_GrassGeneral  : DefaultClutter {         model = "ca\plants\clutter_grass_general.p3d";         affectedByWind = 0.300000;         swLighting = 1;         scaleMin = 0.750000;         scaleMax = 1.000000;       };       class FSEden_GrassFlowers  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_flowers.p3d";       };       class FSEden_GrassLong  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_long.p3d";         affectedByWind = 0.600000;         scaleMin = 0.600000;         scaleMax = 1.100000;       };       class FSEden_GrassSevenbeauty  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_sevenbaeuty.p3d";         affectedByWind = 0.100000;         scaleMin = 0.700000;         scaleMax = 1.100000;       };       class FSEden_GrassYellow  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_yellow.p3d";         affectedByWind = 0.100000;         scaleMin = 0.700000;         scaleMax = 1.100000;       };       class FSEden_GrassDesert  : FSEden_GrassGeneral {         model = "ca\plants\clutter_grass_desert.p3d";       };       class FSEden_ForestFern  : FSEden_GrassGeneral {         model = "ca\plants\clutter_forest_fern.p3d";         affectedByWind = 0.100000;         scaleMin = 0.900000;         scaleMax = 1.100000;       };       class FSEden_SmallRocks  : FSEden_GrassGeneral {         model = "ca\rocks\clutter_stone_small.p3d";         affectedByWind = 0;         scaleMin = 0.900000;         scaleMax = 1.100000;       };       class FSEden_FlowersColor  : FSEden_GrassGeneral {         model = "ca\plants\clutter_smetanka.p3d";       };       class FSEden_FlowersWhite  : FSEden_GrassGeneral {         model = "ca\plants\clutter_white_flower.p3d";       };       class FSEden_MushroomsHorcak  : FSEden_GrassGeneral {         model = "ca\plants\clutter_horcak.p3d";         affectedByWind = 0;         scaleMin = 0.850000;         scaleMax = 1.250000;       }; }; class ReplaceObjects  { }; class Sounds  { sounds[] = {}; }; class Animation  { vehicles[] = {}; }; class Lighting  : DefaultLighting { }; clutterGrid = 1.110000; clutterDist = 60; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; 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 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 Seagull  { 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 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 FxWindLeaf1  { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2  { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3  { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter  { radius = 15; 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; 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  {   class SaintPhillippe {         name = "Saint Phillippe";         position[] = {4674,10730,50 };       };       class Regina {         name = "Regina";         position[] = {7197,2347,50 };       };       class Meaux {         name = "Meaux";         position[] = {4524,9549,100 };       };       class Tyrone {         name = "Tyrone";         position[] = {4946,9056,50 };       };       class Montignac {         name = "Montignac";         position[] = {4935,6994,50 };       };       class Gravette {         name = "Gravette";         position[] = {4112,7772,50 };       };       class EnreDeux {         name = "Entre Deux";         position[] = {5735,7059,100 };       };       class Provins {         name = "Provins";         position[] = {5501,6050,50 };       };       class Chotain {         name = "Chotain";         position[] = {7057,5987,50 };       };       class Laruns {         name = "Laruns";         position[] = {7556,5558,50 };       };       class Figari {         name = "Figari";         position[] = {5283,5375,50 };       };       class LeMoule {         name = "Le Moule";         position[] = {2590,5384,50 };       };       class Morton {         name = "Morton";         position[] = {5134,3955,100 };       };       class Lamentin {         name = "Lamentin";         position[] = {1333,5962,100 };       };       class Levie {         name = "Levie";         position[] = {7554,4737,10 };       };       class Durras {         name = "Durras";         position[] = {8835,2710,50 };       };       class Vernon {         name = "Vernon";         position[] = {9142,2159,50 };       };       class SaintPierre {         name = "Saint Pierre";         position[] = {9662,1605,50 };       }; }; }; }; class CfgSurfaces  { class Default  { }; class Water  { };   class FSEden_Grass  : Default {     access = 2;     files = "FSEden_Grass_*";     rough = 0.100000;     dust = 0.100000;     soundEnviron = "grass";     character = "FSEden_GrassClutter";   };   class FSEden_ForestNeedles  : Default {     access = 2;     files = "FSEden_ForestNeedles_*";     rough = 0.200000;     dust = 0.200000;     soundEnviron = "forest";     character = "FSEden_ForestNeedlesClutter";   };   class FSEden_CityGround  : Default {     access = 2;     files = "FSEden_CityGround_*";     rough = 0.010000;     dust = 0.050000;     soundEnviron = "gravel";     character = "Empty";   };   class FSEden_Field1  : Default {     access = 2;     files = "FSEden_Field1_*";     rough = 0.300000;     dust = 0.250000;     soundEnviron = "mud";     character = "FSEden_SparseWeedsClutter";   };   class FSEden_RockNorth  : Default {     access = 2;     files = "FSEden_RockNorth_*";     rough = 0.500000;     dust = 0.200000;     soundEnviron = "rock";     character = "Empty";   };   class FSEden_SandBeach  : Default {     access = 2;     files = "FSEden_SandBeach_*";     rough = 0.100000;     dust = 0.500000;     soundEnviron = "sand";     character = "Empty";   };   class FSEden_SandGeneral  : Default {     access = 2;     files = "FSEden_SandGeneral_*";     rough = 0.100000;     dust = 0.500000;     soundEnviron = "sand";     character = "FSEden_SandGeneralClutter";   }; }; class CfgSurfaceCharacters  {   class FSEden_GrassClutter  {     probability[] = {0.980000,0.030000,0.020000,0.015000 };     names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" };   };   class FSEden_SandGeneralClutter  {     probability[] = {0.010000,0.050000 };     names[] = {"FSEdenGrassLong","FSEdenSmallRocks" };   };   class FSEden_ForestNeedlesClutter  {     probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 };     names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" };   };   class FSEden_SparseWeedsClutter  {     probability[] = {0.020000 };     names[] = {"FSEdenFlowersWhite" };   }; }; class CfgWorldList  { class FSeden  { }; }; class CfgMissions  { class Cutscenes  { class FSedenIntro1  { directory = "ca\FSeden\data\scenes\intro.FSeden"; }; }; }; I have no more ideas what can it be....
  20. Symbiot

    Ca_Everon

    LoL, nice try but nope, everything is set on maximum. I know iT iS config problem, because it's disappeared after my manipulations.
  21. Symbiot

    Ca_Everon

    Guys, i need your help ! I've tryed to make some custom clutters, i've copied all needed parts class Clutter  { class CfgSurfaces  { class CfgSurfaceCharacters  { from Ca config, Sara config, Porto config and CWR Malden config (they have nearly the same config). And i've adopted it to my needs, i've used default clutters but texture names was changed. Anyway after all this manipulations i can't see it ingame, texture surface has no clutters at all !!! Help me plz to find there the problem is ! Short Description - layers .cfg - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers {  class SandBeachEden  {   texture = "ca\ca_eden\data\EDpisekplaz_mco.paa";   material="ca\ca_eden\data\SandBeachEden.rvmat";  };  class SandGeneralEden  {   texture = "ca\ca_eden\data\EDpisek_mco.paa";   material="ca\ca_eden\data\SandGeneralEden.rvmat";  };  class high_trava  {   texture = "ca\ca_eden\data\EDtravajih_mco.paa";   material="ca\ca_eden\data\high_trava.rvmat";  };  class GrassEden  {   texture = "ca\ca_eden\data\EDtrava_mco.paa";   material="ca\ca_eden\data\GrassEden.rvmat";  };  class ForestNeedlesEden  {   texture = "ca\ca_eden\data\EDlesjeh_mco.paa";   material="ca\ca_eden\data\ForestNeedlesEden.rvmat";  };  class CityGroundEden  {   texture = "ca\ca_eden\data\EDmesto_mco.paa";   material="ca\ca_eden\data\CityGroundEden.rvmat";  };  class RockNorthEden  {   texture = "ca\ca_eden\data\EDskalas_mco.paa";   material="ca\ca_eden\data\RockNorthEden.rvmat";  };  class Field1Eden  {   texture = "ca\ca_eden\data\EDpole1_mco.paa";   material="ca\ca_eden\data\Field1Eden.rvmat";  }; }; class Legend {  picture="ca\SampleMap\Source\mapLegend.png";  class Colors  { SandBeachEden[]={{255,255,0}}; SandGeneralEden[]={{128,128,0}}; high_trava[]={{255,0,255}}; GrassEden[]={{0,255,0},{0,128,0}}; ForestNeedlesEden[]={{255,128,255}}; CityGroundEden[]={{100,100,100},{0,0,255}}; RockNorthEden[]={{255,0,0}}; Field1Eden[]={{0,0,0},{99,55,0}};  }; }; All used textures and rvmats are in ca\ca_eden\data, all paths are 100% correct. Config.cpp - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 ca_eden { units[] = {}; weapons[] = {}; worlds[] = {"Eden" }; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class CfgMaterials {  class Water  {    PixelShaderID = "Water";    VertexShaderID = "Water";    ambient[] = {0.016, 0.0264, 0.016, 0.6};    diffuse[] = {0.121, 0.114, 0.102, 0.4};     forcedDiffuse[] = {0, 0, 0, 0};    specular[] = {1, 1, 1, 0};    specularPower = 4;    emmisive[] = {0, 0, 0, 0}; class Shore { ambient[] = {0.77,0.60,0.27, 0.6}; diffuse[] = {0.77,0.60,0.27, 0.7}; }; class ShoreFoam { ambient[] = {0.77,0.60,0.27, 0.6}; diffuse[] = {0.77,0.60,0.27, 0.7}; }; class ShoreWet { };       class Stage1    {     texture = "#(rgb,8,8,3)color(0.5,0.5,1.0,1)";     uvSource = "texWaterAnim";          class uvTransform     {       aside[] = {0, 4, 0};       up[] = {4, 0, 0};       dir[] = {0, 0, 4};       pos[] = {0.2, 0.5, 0};     };    };    class Stage3    {     texture = "#(ai,16,64,1)waterirradiance(16)";     uvSource = "none";    };       class Stage4    {     texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";     uvSource = "none";    };       class Stage5    {     texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";     uvSource = "none";    };  }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgLocationTypes; //Extended class CfgWorlds {  class DefaultClutter {   scaleMin = 0.900000;   scaleMax = 1.400000;  };  class DefaultWorld;  class CAWorld : DefaultWorld  {   class Grid {};  }; class ca_eden: CAWorld {  access = ReadOnlyVerified;  worldId=3; cutscenes[] = {ca_edenIntro1}; description = "CA Eden"; icon=""; worldName=\ca\ca_eden\ca_eden.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 = 0.300000; swLighting = 1; scaleMin = 0.750000; scaleMax = 1.000000; }; class EdenGrassFlowers  : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class EdenGrassLong  : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.600000; scaleMin = 0.600000; scaleMax = 1.100000; }; class EdenGrassSevenbeauty  : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class EdenGrassYellow  : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class EdenGrassDesert  : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class EdenForestFern  : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.100000; scaleMin = 0.900000; scaleMax = 1.100000; }; class EdenSmallRocks  : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.900000; scaleMax = 1.100000; }; class EdenFlowersColor  : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class EdenFlowersWhite  : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class EdenMushroomsHorcak  : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.850000; scaleMax = 1.250000; }; }; 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 = 270;   //Xbox: (1 - night) * (2 + 8 * sea)   cost = "(1 - night) * ((3 + (10 * sea)) - (4 * rain))";   class Species   {    class Seagull    {     probability = 0.6;     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   { class SaintPhillippe { name = "Saint Phillippe"; position[] = {4674,10730,50 }; }; class Regina { name = "Regina"; position[] = {7197,2347,50 }; }; class Meaux { name = "Meaux"; position[] = {4524,9549,100 }; }; class Tyrone { name = "Tyrone"; position[] = {4946,9056,50 }; }; class Montignac { name = "Montignac"; position[] = {4935,6994,50 }; }; class Gravette { name = "Gravette"; position[] = {4112,7772,50 }; }; class EnreDeux { name = "Entre Deux"; position[] = {5735,7059,100 }; }; class Provins { name = "Provins"; position[] = {5501,6050,50 }; }; class Chotain { name = "Chotain"; position[] = {7057,5987,50 }; }; class Laruns { name = "Laruns"; position[] = {7556,5558,50 }; }; class Figari { name = "Figari"; position[] = {5283,5375,50 }; }; class LeMoule { name = "Le Moule"; position[] = {2590,5384,50 }; }; class Morton { name = "Morton"; position[] = {5134,3955,100 }; }; class Lamentin { name = "Lamentin"; position[] = {1333,5962,100 }; }; class Levie { name = "Levie"; position[] = {7554,4737,10 }; }; class Durras { name = "Durras"; position[] = {8835,2710,50 }; }; class Vernon { name = "Vernon"; position[] = {9142,2159,50 }; }; class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; };   };  }; }; class CfgSurfaces  { class Default  { }; class Water  { }; class GrassEden  : Default { access = 2; files = "EDtrava_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "EdenGrassClutter"; }; class ForestNeedlesEden  : Default { access = 2; files = "EDlesjeh*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "EdenForestNeedlesClutter"; }; class CityGroundEden  : Default { access = 2; files = "EDmesto*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class Field1Eden  : Default { access = 2; files = "EDpole1*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "EdenSparseWeedsClutter"; }; class RockNorthEden  : Default { access = 2; files = "EDskalas*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class SandBeachEden  : Default { access = 2; files = "EDpisekplaz*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class SandGeneralEden  : Default { access = 2; files = "EDpisek_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "EdenSandGeneralClutter"; }; }; class CfgSurfaceCharacters  { class Empty  { probability[] = {}; names[] = {}; }; class EdenGrassClutter  { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"EdenGrassGeneral","EdenFlowersColor","EdenGrassLong","EdenGrassSevenbeauty" }; }; class EdenSandGeneralClutter  { probability[] = {0.010000,0.050000 }; names[] = {"EdenGrassLong","EdenSmallRocks" }; }; class EdenForestNeedlesClutter  { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"EdenForestFern","EdenGrassLong","EdenGrassFlowers","EdenSmallRocks","EdenMushroomsHorcak","EdenMushroomsPrasivka","EdenMushroomsMuchomurka" }; }; class EdenSparseWeedsClutter  { probability[] = {0.020000 }; names[] = {"EdenFlowersWhite" }; }; }; class CfgWorldList { class ca_eden {}; }; class CfgMissions {  class Cutscenes  {   class ca_edenIntro1   {    directory = "ca\ca_eden\data\scenes\intro.ca_eden";   };  }; };
  22. Just a simple try to play with lighting settings, not (yet)genious but  it's just to show you where and how... I was searchng it for my Everon, cause i don't like default lighting in Arma, but i don't have enough of time to work on both at the same time. So i give you an idea and i hope here will be one smart ass to make the lighting more realistic. Changes - Sunet (sunrise) is a littlebit more redish, some another light gamma changes, changed brightnes of global light. Noon - Added more blue light in the default gamma, some another light gamma changes. I don't say i'we made more realistic lighting than BiS , but i hope someone will do !!! So it's open project, i invite everyone who have some knowledge in 3d lighting to make it better ! So here it is 18.9kb http://rapidshare.com/files/138536238/lighting.pbo.html PS Here is some explanations, i hope the things i'we found are right - Exemple of code - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Ca_Lighting { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {CAData}; }; }; class CfgWorlds { initWorld = "Intro"; demoWorld = "Intro"; class DefaultClutter; // External class reference class DefaultWorld { class DefaultLighting  { access = 3; groundReflection[] = {0.085000,0.068000,0.034000 }; moonObjectColorFull[] = {0.900000,0.900000,1.000000,0.700000 }; moonHaloObjectColorFull[] = {0.900000,0.900000,1.000000,0.010000 }; moonsetObjectColor[] = {0.900000,0.750000,0.400000 }; moonsetHaloObjectColor[] = {0.900000,0.500000,0.200000 }; nightAngle = 5; sunSunset = 20; endSunset = 10; };  class Lighting : DefaultLighting  { }; class 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 },{0.001000,0.001000,0.002000 },{0.001000,0.001000,0.002000 },0 }; fullNight[] = {-5,{0.050000,0.050000,0.060000 },{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,{0.040000,0.040000,0.050000 },{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,{0.480000,0.200000,0.280000 },{0.150000,0.080000,0.001000 },{0.320000,0.240000,0.280000 },{0.080000,0.060000,0.070000 },{0.120000,0.098000,0.150000 },{0.500000,0.070000,0.080000 },0 }; sunrise[] = {0,{0.990000,0.380000,0.150000 },{{0.420000,0.650000,0.6900000 },"1+(-4)" },{{0.600000,0.470000,0.250000 },"1.2+(-4)" },{{0.100000,0.090000,0.100000 },"4.4+(-4)" },{{0.990000,0.480000,0.100000 },"4.5+(-4)" },{{0.970000,0.450000,0.240000 },"6+(-4)" },1 }; earlyMorning[] = {1,{{0.750000,0.300000,0.420000 },"1.5+(-4)" },{{0.080000,0.090000,0.110000 },"2.0+(-4)" },{{0.800000,0.510000,0.520000 },"5.75+(-4)" },{{0.920000,0.600000,0.250000 },"4.75+(-4)" },{{0.500000,0.400000,0.400000 },"7.5+(-4)" },{{0.880000,0.510000,0.240000 },"8.75+(-4)" },1 }; midMorning[] = {15,{{0.980000,0.850000,0.800000 },"10.5+(-4)" },{{0.080000,0.090000,0.110000 },"6.5+(-4)" },{{0.870000,0.470000,0.250000 },"9.5+(-4)" },{{0.090000,0.090000,0.100000 },"7.5+(-4)" },{{0.500000,0.400000,0.400000 },"9.5+(-4)" },{{0.880000,0.510000,0.240000 },"9.75+(-4)" },1 }; morning[] = {25,{{1,1,0.900000 },"15.5+(-4)" },{{0.170000,0.180000,0.190000 },"12.5+(-4)" },{{1,1,0.900000 },"14.5+(-4)" },{{0.170000,0.180000,0.190000 },"13+(-4)" },{{0.150000,0.150000,0.150000 },"14.5+(-4)" },{{0.170000,0.170000,0.150000 },"15+(-4)" },1 }; noon[] = {70,{{1,0.980000,0.850000 },"17+(-4)" },{{0.850000,0.900000,0.990000 },"13+(-4)" },{{1,1,1 },"15+(-4)" },{{0.360000,0.370000,0.380000 },"12.75+(-4)" },{{0.400000,0.600000,0.800000 },"16+(-4)" },{{1.000000,1.000000,0.900000 },"17+(-4)" },1 }; }; class DayLightingRainy { deepNight[] = { -15, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.001000, 0.001000, 0.002000}, {0.001000, 0.001000, 0.002000}, 0 }; fullNight[] = { -5, {0.030000, 0.030000, 0.030000}, {0.020000, 0.020000, 0.020000}, {0.030000, 0.030000, 0.030000}, {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, 0.900000}, 0.500000 }; earlySun[] = { -2.500000, {0.097000, 0.097000, 0.110000}, {0.060000, 0.060000, 0.070000}, {0.097000, 0.097000, 0.110000}, {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)+4.5"}, {{1, 1, 1}, "(-4)+3.75"}, {{1, 1, 1}, "(-4)+4.5"}, {{1, 1, 1}, "(-4)+3.75"}, {{1, 1, 1}, "(-4)+4"}, {{1, 1, 1}, "(-4)+4.5"}, 1 }; morning[] = { 5, {{1, 1, 1}, "(-4)+6.5"}, {{1, 1, 1}, "(-4)+5.5"}, {{1, 1, 1}, "(-4)+6.5"}, {{1, 1, 1}, "(-4)+5.5"}, {{1, 1, 1}, "(-4)+7"}, {{1, 1, 1}, "(-4)+7.5"}, 1 }; lateMorning[] = { 25, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.25"}, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.25"}, {{1, 1, 1}, "(-4)+12"}, {{1, 1, 1}, "(-4)+12.5"}, 1 }; noon[] = { 70, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.5"}, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.5"}, {{1, 1, 1}, "(-4)+12.25"}, {{1, 1, 1}, "(-4)+12.75"}, 1 }; }; }; Will take just one line for ex - oon[] = {70,{{1,0.980000,0.850000 },"17+(-4)" },{{0.850000,0.900000,0.990000 },"13+(-4)" },{{1,1,1 },"15+(-4)" },{{0.360000,0.370000,0.380000 },"12.75+(-4)" },{{0.400000,0.600000,0.800000 },"16+(-4)" },{{1.000000,1.000000,0.900000 },"17+(-4)" },1 }; Where - 70 - is a global ligting force 1,0.980000,0.850000 - colour of global light 17+(-4) Radiosity or HDR force of global light 0.850000,0.900000,0.990000 - colour of ambient (fill) light 13+(-4) Radiosity or HDR force of ambient light 1,1,1 - Don't know what it is 15+(-4)"  - Don't know neither 0.360000,0.370000,0.380000 - don't know 12.75+(-4) -- No ideas 0.400000,0.600000,0.800000 - Haze and Fog colour 16+(-4)" - Haze and Fog Radiosity or HDR force 1.000000,1.000000,0.900000 - Sun halo colour - small part of the sky around of the sun 17+(-4)"  - Sun halo Radiosity or HDR force Voila that's all folks, and i wait for your researches PSS one more thing - More redish sky but with inverted gamma - (older version) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Ca_Lighting { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {CAData}; }; }; class CfgWorlds { initWorld = "Intro"; demoWorld = "Intro"; class DefaultClutter; // External class reference class DefaultWorld { class DefaultLighting  { access = 3; groundReflection[] = {0.085000,0.068000,0.034000 }; moonObjectColorFull[] = {0.900000,0.900000,1.000000,0.700000 }; moonHaloObjectColorFull[] = {0.900000,0.900000,1.000000,0.010000 }; moonsetObjectColor[] = {0.900000,0.750000,0.400000 }; moonsetHaloObjectColor[] = {0.900000,0.500000,0.200000 }; nightAngle = 5; sunSunset = 20; endSunset = 10; };  class Lighting : DefaultLighting  { }; class 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 },{0.001000,0.001000,0.002000 },{0.001000,0.001000,0.002000 },0 }; fullNight[] = {-5,{0.050000,0.050000,0.060000 },{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,{0.040000,0.040000,0.050000 },{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,{0.380000,0.200000,0.280000 },{0.080000,0.060000,0.070000 },{0.320000,0.240000,0.280000 },{0.080000,0.060000,0.070000 },{0.500000,0.070000,0.080000 },{0.550000,0.080000,0.300000 },0 }; sunrise[] = {0,{{0.990000,0.380000,0.150000 },"1+(-4)" },{{0.420000,0.650000,0.9900000 },"1+(-4)" },{{0.600000,0.470000,0.250000 },"1.2+(-4)" },{{0.100000,0.090000,0.100000 },"4.4+(-4)" },{{0.990000,0.480000,0.100000 },"4.5+(-4)" },{{0.970000,0.450000,0.240000 },"6+(-4)" },1 }; earlyMorning[] = {1,{{0.750000,0.300000,0.420000 },"1.5+(-4)" },{{0.080000,0.090000,0.110000 },"2.0+(-4)" },{{0.800000,0.510000,0.520000 },"5.75+(-4)" },{{0.920000,0.600000,0.250000 },"4.75+(-4)" },{{0.500000,0.400000,0.400000 },"7.5+(-4)" },{{0.880000,0.510000,0.240000 },"8.75+(-4)" },1 }; midMorning[] = {15,{{0.980000,0.850000,0.800000 },"10.5+(-4)" },{{0.080000,0.090000,0.110000 },"6.5+(-4)" },{{0.870000,0.470000,0.250000 },"9.5+(-4)" },{{0.090000,0.090000,0.100000 },"7.5+(-4)" },{{0.500000,0.400000,0.400000 },"9.5+(-4)" },{{0.880000,0.510000,0.240000 },"9.75+(-4)" },1 }; morning[] = {25,{{1,1,0.900000 },"15.5+(-4)" },{{0.170000,0.180000,0.190000 },"12.5+(-4)" },{{1,1,0.900000 },"14.5+(-4)" },{{0.170000,0.180000,0.190000 },"13+(-4)" },{{0.150000,0.150000,0.150000 },"14.5+(-4)" },{{0.170000,0.170000,0.150000 },"15+(-4)" },1 }; noon[] = {70,{{1,0.980000,0.850000 },"17+(-4)" },{{0.850000,0.900000,0.990000 },"13+(-4)" },{{1,1,1 },"15+(-4)" },{{0.360000,0.370000,0.380000 },"12.75+(-4)" },{{0.400000,0.600000,0.800000 },"16+(-4)" },{{1.000000,1.000000,0.900000 },"17+(-4)" },1 }; }; class DayLightingRainy { deepNight[] = { -15, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.001000, 0.001000, 0.002000}, {0.001000, 0.001000, 0.002000}, 0 }; fullNight[] = { -5, {0.030000, 0.030000, 0.030000}, {0.020000, 0.020000, 0.020000}, {0.030000, 0.030000, 0.030000}, {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, 0.900000}, 0.500000 }; earlySun[] = { -2.500000, {0.097000, 0.097000, 0.110000}, {0.060000, 0.060000, 0.070000}, {0.097000, 0.097000, 0.110000}, {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)+4.5"}, {{1, 1, 1}, "(-4)+3.75"}, {{1, 1, 1}, "(-4)+4.5"}, {{1, 1, 1}, "(-4)+3.75"}, {{1, 1, 1}, "(-4)+4"}, {{1, 1, 1}, "(-4)+4.5"}, 1 }; morning[] = { 5, {{1, 1, 1}, "(-4)+6.5"}, {{1, 1, 1}, "(-4)+5.5"}, {{1, 1, 1}, "(-4)+6.5"}, {{1, 1, 1}, "(-4)+5.5"}, {{1, 1, 1}, "(-4)+7"}, {{1, 1, 1}, "(-4)+7.5"}, 1 }; lateMorning[] = { 25, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.25"}, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.25"}, {{1, 1, 1}, "(-4)+12"}, {{1, 1, 1}, "(-4)+12.5"}, 1 }; noon[] = { 70, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.5"}, {{1, 1, 1}, "(-4)+11.75"}, {{1, 1, 1}, "(-4)+10.5"}, {{1, 1, 1}, "(-4)+12.25"}, {{1, 1, 1}, "(-4)+12.75"}, 1 }; }; };
  23. Symbiot

    Just Another Lighting

    4:25 am - Default lighting - http://img356.imageshack.us/img356/646/arma2008081918561743ho2.jpg 4:25 am - My lighting - http://img399.imageshack.us/img399/8844/arma2008081919035776ib8.jpg 4:30 am - Default lighting - http://img356.imageshack.us/img356/7548/arma2008081918563253ei2.jpg 4:30 am - My lighting - http://img216.imageshack.us/img216/676/arma2008081919041328yl1.jpg 4:35 am - Default lighting - http://img356.imageshack.us/img356/2319/arma2008081918564756gj3.jpg 4:35 am - My lighting - http://img356.imageshack.us/img356/451/arma2008081919042750xv7.jpg
  24. he already did - the southern end of the runway should say 36 and the northern end of the runway should say 18. looks great thus far. It will be nice to roam Everon again. Understood, will do some changes. Thx again for explanations !
  25. Big THX for your comments guys ! About runway - it's default one from Arma islands, but if you say it's wrong i'll try to make a custom one, just tell me which number i need to put on it ?
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