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furean

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  1. furean

    Virolahti - Valtatie 7

    There is a new version now in Steam Workshop. Primarily some small bugfixes, as per the below change log: Hotfix #1: Fixed placement of some objects. Fixed roads (primarily in the Virojoki area). The fields in the satellite image now have a slightly darker colour.
  2. furean

    Virolahti - Valtatie 7

    I'm glad you folks are liking the terrain! @SSG-Viktor: I'm definitely planning to make a winter version at some point!
  3. After years of working on and off with this terrain, I'm pleased to finally be able to tell you: Welcome to Virolahti! This is a fictionalized version of the municipality of Virolahti; which is the southeastern-most municipality of Finland and thus right on the border with Russia. This project was started by Tonto and I to make a larger Valtatie 5, a 'spiritual successor' of sorts, for Tonto's VT5. You will find lots of forests, farmlands as well as plenty of villages dotting the terrain. At the moment there is not as much micro-terrain as in VT5, but I might improve upon this in future updates. Trivia: Size: 18km x 18km Settlements: 43 villages/towns Objects: 2.15 million Requirements: CUP Terrains - Core License: APL-SA Special thanks to: Tonto- - For helping me set up this project, object placement, etc. And of course; for inspiring me to make terrains for Arma 3. Temppa - For giving me tons of advice in making terrains - without which this terrain would never have been completed! Not to mention the help I got with configs, textures, and so on. Arma Finland - For playtesting a half-finished terrain throughout the years. Special mention to those who helped with object placement, gave advice/ideas, etc. Download Links: Steam Workshop Armaholic
  4. You've got one here if you still need more testers! ;)
  5. furean

    US Military Mod

    Thanks for the release, Delta Hawk. It's great to see one of my favourite mods from Arma 2 now appearing in Arma 3 as well. I've found a small issue so far; it appears the memory points on the character have been set incorrectly for the legs. This causes issues in mods such as ACE3. RHS infantry had the issue as well, but fortunately, there's a solution to be found here: http://feedback.arma3.com/view.php?id=20761. Again, thanks for the mod. Our community is definitely going to be using these. :)
  6. This is seriously one awesome map. I'd urge everyone to try it out! Also. Suomi mainittu, torilla tavataan.
  7. furean

    Having trouble with clutter

    Ah, woops. Typo there. I'll try fixing it and see if it helps. EDIT: Removed the line, and still no clutter about. :( ---------- Post added at 15:47 ---------- Previous post was at 15:11 ---------- Right, folks. Seems I've got it fixed. Simply not using the standard A3 ground textures and using a custom one made the clutter work because of ???. Anyways, thanks for all the advice and help regardless. :)
  8. furean

    Having trouble with clutter

    Precisely. My current configs are as follows; config.cpp class CfgPatches { class Valas { units[] = {"Valas"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis","CAData","CABuildings","CABuildings2","CAMisc","CARoads2","CACharacters2","AiA_Plants2_Clutter_Data"}; author[] = {"Furean"}; authorUrl = ""; versionDesc = ""; version = "1.00"; versionStr = 1.0; versionAr[] = {1, 0, 0}; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DefaultClutter; class DayLightingBrightAlmost; class DayLightingRainy; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class Valas: CAWorld { cutscenes[] = {}; description = "Valassaaret"; icon = ""; worldName = "\valas\valas.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "AS$-####"; plateLetters = "ABCDEFGHIKLMNOPRSTVXZ"; author = "Furean"; mapSize = 6000; mapZone = 31; longitude = N6852352; latitude = E531523; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; newRoadsShape = "valas\data\roads\roads.shp"; startTime = "10:45"; startDate = "5/5/2014"; centerPosition[] = {1040,1000,500}; seagullPos[] = {1040,850,500}; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 65; fullDetailDist = 15; midDetailTexture = "A3\Map_Data\middle_mco.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 4; loadingTexts[] = {"Borkborkbork..."}; ilsPosition[] = {0, 0}; ilsDirection[] = {0, 0, 0}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; #include "cfgClutter.hpp" class Names { #include "valas.hpp" }; class Grid: Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.2; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.95; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; }; }; class CfgWorldList{ class Valas{}; }; class CfgMissions{ class Cutscenes { }; }; #include "cfgSurfaces.hpp" cfgClutter.hpp class Clutter { class VAL_GrassBunch: DefaultClutter { model = "valas\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1; }; class VAL_GrassCrooked: DefaultClutter { model = "valas\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class VAL_GrassTall: DefaultClutter { model = "valas\clutter\c_GrassTall.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1; }; class VAL_BlueBerry: DefaultClutter { model = "valas\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class VAL_FernAutumn: DefaultClutter { model = "valas\clutter\c_fern.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.6; scaleMax = 1.2; }; class VAL_FernAutumnTall: DefaultClutter { model = "valas\clutter\c_fernTall.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.75; scaleMax = 1; }; class VAL_SmallPicea: DefaultClutter { model = "valas\clutter\c_picea.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; }; cfgSurfaces.hpp class CfgSurfaces { class Default{}; class VAL_grass_Surface: Default { acesss = 2; files = "VAL_green_grass*"; character = "VAL_grass_Character"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class VAL_beach_Surface: Default { acesss = 2; files = "VAL_beach*"; character = "Empty"; soundEnviron = "sand"; soundHit = "soft_ground"; rough = 0.1; maxSpeedCoef = 0.9; dust = 0.83; lucidity = 1.25; grassCover = 0.0; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; class VAL_dry_grass_Surface: Default { acesss = 2; files = "VAL_dry_grass*"; character = "VAL_grass_Character"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.5; lucidity = 2; grassCover = 0.1; impact = "hitGroundSoft"; surfaceFriction = 1.75; }; class VAL_dirt_Surface: Default { acesss = 2; files = "VAL_dirt*"; character = "VAL_grass_Character"; soundEnviron = "dirt"; soundHit = "hard_ground"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; lucidity = 1; grassCover = 0.03; impact = "hitGroundSoft"; surfaceFriction = 1.8; }; }; class CfgSurfaceCharacters { class VAL_grass_Character { probability[] = {0.46,0.14,0.16,0.10}; names[] = {"VAL_GrassBunch","VAL_GrassTall","VAL_FernAutumnTall","VAL_SmallPicea"}; }; };
  9. furean

    Having trouble with clutter

    Right, I gave giving all the clutter classnames, files, etc, the tag a go. But this in turn caused all A3 clutter to cease working, which leads me to believe that my map is somehow making use of the default clutter configs for Stratis (since changed classnames lead to non-functional clutter). The question is how and why.. x|
  10. furean

    Having trouble with clutter

    I've tried both of them, with the same end result which you can see in the screenshot I linked in the opening post. I've also tried reducing the probability on the grass (which was 1.0) to below 1.0 as you suggested, but it seems it had no effect. :s
  11. furean

    Having trouble with clutter

    I've not made a separate cfgClutter.hpp. I've included the class clutter and the various clutter assigned to the map in the config.cpp.
  12. Hello folks, new mapmaker here! I've fooling around with Terrain Builder for the past week or so, and have made some decent progress on my first map, but non-working clutter's left me stuck. Arma 2 clutter that I'm attempting to use in my map doesn't seem to be working as I've written in my various config files. I've probably messed something up in the code, but unfortunately I can't seem to the find the problem. :( I'm using AiA TP, and would assume the same pathing as A2 maps use for their clutter should work.. though I may be wrong. Any help would be much appreciated. I've included my various configs below. Config.cpp class CfgPatches { class Valas { units[] = {"Valas"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis","CAData","CABuildings","CABuildings2","CAMisc","CARoads2","CACharacters2"}; author[] = {"Furean"}; authorUrl = ""; versionDesc = ""; version = "1.00"; versionStr = 1.0; versionAr[] = {1, 0, 0}; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class Valas: CAWorld { cutscenes[] = {}; description = "Valassaaret"; icon = ""; worldName = "\valas\valas.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "AS$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "Furean"; mapSize = 6000; mapZone = 31; longitude = N6852352; latitude = E531523; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; newRoadsShape = "valas\data\roads\roads.shp"; startTime = "10:45"; startDate = "5/5/2014"; centerPosition[] = {1040,1000,500}; seagullPos[] = {1040,850,500}; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 65; fullDetailDist = 15; midDetailTexture = "A3\Map_Data\middle_mco.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 4; loadingTexts[] = {"Borkborkbork..."}; ilsPosition[] = {0, 0}; ilsDirection[] = {0, 0, 0}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Clutter { class GrassDesertGroupSoft: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; class VAL_GrassBunch: DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1; }; class VAL_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class VAL_GrassTall: DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1; }; class VAL_BlueBerry: DefaultClutter { model = "ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class VAL_FernAutumn: DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class VAL_FernAutumnTall: DefaultClutter { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1; }; class VAL_SmallPicea: DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.05; scaleMin = 0.75; scaleMax = 1.25; }; class GrassBrushHighGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Green.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.5; scaleMax = 0.7; }; class ThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Small_Yellow.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class StrGrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class StrGrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class StrWeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class StrWeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class StrPlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class StrThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; }; class Names { #include "valas.hpp" }; class Grid: Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.2; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.95; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; }; }; class CfgWorldList{ class Valas{}; }; class CfgMissions{ class Cutscenes { }; }; #include "cfgSurfaces.hpp" cfgSurfaces.hpp class CfgSurfaces { class Default {}; class VAL_grass_Surface: Default { access = 2; files = "gdt_green_grass_*"; character = "VAL_grass_Character"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class VAL_beach_Surface: Default { access = 2; files = "gdt_beach_*"; character = "Empty"; soundEnviron = "sand"; soundHit = "soft_ground"; rough = 0.1; maxSpeedCoef = 0.9; dust = 0.83; lucidity = 1.25; grassCover = 0.0; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; class VAL_dry_grass_Surface: Default { access = 2; files = "gdt_dry_grass_*"; character = "VAL_dry_grass_Character"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.5; lucidity = 2; grassCover = 0.1; impact = "hitGroundSoft"; surfaceFriction = 1.75; }; class VAL_dirt_Surface: Default { access = 2; files = "gdt_dirt_*"; character = "VAL_dirt_Character"; soundEnviron = "dirt"; soundHit = "hard_ground"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; lucidity = 1; grassCover = 0.03; impact = "hitGroundSoft"; surfaceFriction = 1.8; }; }; class CfgSurfaceCharacters { class VAL_dirt_Character { probability[] = {0.3,0.2,0.01,0.02,0.05}; names[] = {"GrassDesertGroupSoft","VAL_GrassBunch","GrassBrushHighGreen","ThistleSmallYellow","VAL_SmallPicea"}; }; class VAL_grass_Character { probability[] = {0.4,0.2,0.1,0.05,0.15,0.05,0.05}; names[] = {"VAL_GrassBunch","VAL_GrassCrooked","VAL_GrassTall","VAL_BlueBerry","VAL_FernAutumn","VAL_FernAutumnTall","VAL_SmallPicea"}; }; class VAL_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"StrGrassDryGroup","StrGrassDryMediumgroup","StrWeedBrownTallGroup","StrWeedGreenTall","StrThistleYellowShrub","StrPlantMullein"}; }; }; layers.cfg class Layers { class grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "valas\data\gdt_grass_green.rvmat"; }; class beach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "valas\data\gdt_beach.rvmat"; }; class dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "valas\data\gdt_dry_grass.rvmat"; }; class dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "valas\data\gdt_dirt.rvmat"; }; class gravel { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "valas\data\gdt_gravel.rvmat"; }; }; class Legend { picture="valas\source\mapLegend.png"; class Colors { grass_green[]={{0,255,0}}; beach[]={{255,255,0}}; dry_grass[]={{0,100,0}}; dirt[]={{255,0,255}}; gravel[]={{0,0,255}}; }; }; ---------- Post added at 17:10 ---------- Previous post was at 17:09 ---------- And in case you're wondering, this is how it looks like ingame: https://dl.dropboxusercontent.com/u/1224981/2015-01-23_00001.jpg
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