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greyhound32

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About greyhound32

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  1. greyhound32

    texture issues

    There is probably an easy answer or an obvious work around but I have a couple of major issues with my textures in game. Example of first issue ... hard lines between textures .. this repeats throughout the map where there is a clear hard line between textures and clutter. There appears to be no transitional blending http://steamcommunity.com/sharedfiles/filedetails/?id=429763803 Example of 2nd issue ... texture created that isnt listed in the config or layers. This seems to appear between 2 texture areas on a random basis. It is a smooth roock like texture and when it appears between , say 2 grass types, it is a pixel wide. But it need not follow the whole length of the transition. http://steamcommunity.com/sharedfiles/filedetails/?id=429767162 I have probably missed something obvious but I cannot see it and now its turning me grey trying to figure it out :/
  2. Found the issue with my wild_grass clutter .. I had missed 2 ';' on the surfaces coding :/ But it all works now for me Drifter :D
  3. greyhound32

    clutter Issues

    After many a frustrating hour looking backwards and forwards through all the code I have found the error. I was missinf 2 ';' on the wild_grass Surfaces config. Thank you Bushlurker for your assistance and thank you Mikero for making me actually look at my binlogs from pboproject. Now going to hide in embarrassment at my own stupidity:blush:
  4. Ok there are still issues as you are using the same class names that are present in game at the moment. You need to put your own Tag to them so the configs dont get confused. CfgClutter - new example class clutter { class d22_wardak_GrassGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Green.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.85; scaleMax = 1.0; surfaceColor[] = {0.431,0.475,0.267}; }; }; You need to make everything unique to you. So the class names have to represent your projects only an d cannot be mistaken for other already in use. CfgSurface - new class d22_wardak_grass_green_Surface : Default { files = "d22_wardak_grass_green*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "d22_wardak_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class CfgSurfaceCharacters { class d22_wardak_green_grass_Character { probability[] = {0.74,0.02,0.19,0.04}; names[] = {"d22_wardak_GrassGreen","d22_wardak_ThistleThornGreen","d22_wardak_ThistleThornGreenSmall","d22_wardak_FlowerLowYellow2"}; }; }; Again everything has to be unique to you so its good practice to use YourTag(d22)_YourProject(wardak)_Item. Watch your probability too it should not exceed 1, ideally keep it to 0.99 or less Layers.cfg - new class layers { class d22_wardak_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "projects\wardak\data\d22_wardak_grass_green.rvmat"; }; }; Unforunately This is the tedious part where you have to go back through your data file and change all your items to the same format. In your case it will be d22_wardak_xxxx And follow this through the whole configs. If you are still stuck drop me a PM and I will send you my configs. Although Im having issues myself as Im only getting 3 sets of clutter showing instead of 4 ---------- Post added at 20:14 ---------- Previous post was at 20:03 ---------- Just seen your post in the Addons section Drifter. CaptNCaps youtube tutorial can get you started but there are errors in his configs. I found out the hard way too. If you can work your way through The Atlas tutorial by Jakerod you will see the errors and work out how to correct them. There are others on this section far more experienced than me when it comes to map making. Bushlurker who now makes maps for a living and then comes home and does it for fun too (mad Scotsman lol), Jakerod (of Atlas Tut fame), M1lkman, etc
  5. Hi Drifter As a guess you are trying to follow the youtube tutorial by CaptNCaps. He isnt the easiest to follow as he swaps back and forth and you struggle to follow his workflow at times. There are several issues within the configs you have posted but the best advice I can offer is to follow Jakerod's tutorial and utilise the files within as it is a lot more logical. http://forums.bistudio.com/showthread.php?188299-The-Atlas-Guide-to-ArmA-3-Terrain-Making&highlight=atlas Even I can get MOST of my clutters working then. Good luck and any further issues pop back :)
  6. greyhound32

    clutter Issues

    Thank you BushLurker. Unfortunately after working my way through your suggestions, and in the process finding other bugs, Im still in the same position. 3 textures loading with clutter and 1 loading without clutter. I think im losing my mind. Starting from the beginning: Layers.cfg class Layers { class wld_anapoli_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_grass_green.rvmat"; }; class wld_anapoli_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_dry_grass.rvmat"; }; class wld_anapoli_wild_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_wild_grass.rvmat"; }; class wld_anapoli_beach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_beach.rvmat"; }; class wld_anapoli_thorn { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_thorn.rvmat"; }; class wld_anapoli_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_rock.rvmat"; }; class wld_anapoli_concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "wild\anapoli\data\wld_anapoli_concrete.rvmat"; }; }; class Legend { picture="wild\anapoli\source\mapLegend.png"; class Colors { wld_anapoli_grass_green[]={{110,180,80}}; wld_anapoli_wild_grass[]={{140,195,80}}; wld_anapoli_dry_grass[]={{150,180,80}}; wld_anapoli_beach[]={{230,230,120}}; wld_anapoli_thorn[]={{80,80,80}}; wld_anapoli_rock[]={{170,161,131}}; wld_anapoli_concrete[]={{255,0,255}}; }; }; Clutter class clutter { class wld_anapoli_StrBigFallenBranches_pine: DefaultClutter { model = "A3\plants_f\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_StrBigFallenBranches_pine02: DefaultClutter { model = "A3\plants_f\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_StrBigFallenBranches_pine03: DefaultClutter { model = "A3\plants_f\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class wld_anapoli_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class wld_anapoli_StrGrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class wld_anapoli_StrGrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class wld_anapoli_StrThornKhakiSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.5; scaleMax = 0.7; }; class wld_anapoli_StrThornKhakiBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.7; scaleMax = 0.9; }; class wld_anapoli_StrThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.5; }; class wld_anapoli_StrThornGreenBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.7; scaleMax = 0.9; }; class wld_anapoli_StrThornGraySmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.5; scaleMax = 0.7; }; class wld_anapoli_StrThornGrayBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class wld_anapoli_StrPlantGreenShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; class wld_anapoli_StrPlantGermaderGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGermader_group.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.5; }; class wld_anapoli_StrWeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class wld_anapoli_StrWeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class wld_anapoli_StrPlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class wld_anapoli_StrThistlePurpleSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistlePurple_small.p3d"; affectedByWind = 0.1; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.4; }; class wld_anapoli_StrThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleSmallYellow.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.4; }; class wld_anapoli_StrThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class wld_anapoli_GrassTall: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class wld_anapoli_GrassGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Green.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.85; scaleMax = 1.0; surfaceColor[] = {0.431,0.475,0.267}; }; class wld_anapoli_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Dry.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class wld_anapoli_GrassBrushHighGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Green.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.5; scaleMax = 0.7; }; class wld_anapoli_GrassBunchSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Bunch_Small.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.8; }; class wld_anapoli_ThistleHighDead: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High_Dead.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.4; scaleMax = 0.8; }; class wld_anapoli_ThistleHigh: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class wld_anapoli_ThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Small_Yellow.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class wld_anapoli_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class wld_anapoli_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class wld_anapoli_ThistleThornBrown: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.5; scaleMax = 1.2; }; class wld_anapoli_ThistleThornBrownSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_ThistleThornGray: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Gray.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 1.1; scaleMax = 1.4; }; class wld_anapoli_ThistleThornDesert: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Desert.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.4; scaleMax = 1.4; }; class wld_anapoli_PlantGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Plant_Green_Small.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.5; scaleMax = 1.1; }; class wld_anapoli_FlowerCakile: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Cakile.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 0.8; }; class wld_anapoli_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class wld_anapoli_GrassCrookedDead: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassCrooked.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.1; }; class wld_anapoli_GrassTalltwo: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassTall.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.75; scaleMax = 1.15; }; class wld_anapoli_GrassLong_DryBunch: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassLong_DryBunch.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.2; }; class wld_anapoli_GrassDesertGroupSoft: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; }; Surfaces class CfgSurfaces { class Default {}; class wld_anapoli_grass_green_Surface : Default { files = "wld_anapoli_grass_green*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "wld_anapoli_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class wld_anapoli_wild_grass_Surface : Default { files = "wld_anapoli_wild_grass*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.05 soundEnviron = "grass" character = "wld_anapoli_wild_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class wld_anapoli_dry_grass_Surface : Default { files = "wld_anapoli_dry_grass*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "wld_anapoli_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; impact = "hitGroundSoft"; surfaceFriction = 1.75; }; class wld_anapoli_beach_Surface : Default { files = "wld_anapoli_beach*"; rough = 0.1; maxSpeedCoef = 0.8; dust = 0.5; soundEnviron = "sand"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1.25; grassCover = 0; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; class wld_anapoli_thorn_Surface : Default { files = "wld_anapoli_thorn*"; rough = 0.12; maxSpeedCoef = 0.9; dust = 0.43; soundEnviron = "stony"; character = "wld_anapoli_thorn_Character"; soundHit = "hard_ground"; lucidity = 3.5; grassCover = 0.15; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; class wld_anapoli_rock_Surface : Default { files = "wld_anapoli_rock*"; rough = 0.2; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0; impact = "hitGroundHard"; surfaceFriction = 1.9; }; class wld_anapoli_concrete_Surface : Default { files = "wld_anapoli_concrete*"; character = "Empty"; soundEnviron = "concrete"; soundHit = "concrete"; rough = 0.05; maxSpeedCoef = 1; dust = 0.05; lucidity = 0.3; grassCover = 0.0; impact = "hitConcrete"; }; }; class CfgSurfaceCharacters { class wld_anapoli_green_grass_Character { probability[] = {0.74,0.02,0.19,0.04}; names[] = {"wld_anapoli_GrassGreen","wld_anapoli_ThistleThornGreen","wld_anapoli_ThistleThornGreenSmall","wld_anapoli_FlowerLowYellow2"}; }; class wld_anapoli_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"wld_anapoli_StrGrassDryGroup","wld_anapoli_StrGrassDryMediumGroup","wld_anapoli_StrWeedBrownTallGroup","wld_anapoli_StrWeedGreenTall","wld_anapoli_StrThistleYellowShrub","wld_anapoli_StrPlantMullein"}; }; class wld_anapoli_wild_grass_Character { probability[] = {0.75,0.05,0.05,0.1,0.04}; names[] = {"wld_anapoli_StrGrassGreenGroup","wld_anapoli_StrThornGreenSmall","wld_anapoli_StrThornGreenBig","wld_anapoli_StrPlantGreenShrub","wld_anapoli_StrGrassDryMediumGroup"}; }; class wld_anapoli_thorn_Character { probability[] = {0.25,0.3,0.15,0.1,0.05,0.05,0.03}; names[] = {"wld_anapoli_StrThornKhakiBig","wld_anapoli_StrThornKhakiSmall","wld_anapoli_StrThornGraySmall","wld_anapoli_StrPlantGermaderGroup","wld_anapoli_StrThornGreenSmall","wld_anapoli_StrThornGrayBig","wld_anapoli_StrThistlePurpleSmall"}; }; }; config //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.88 //Wed Dec 31 20:29:17 2014 : Source 'file' date Wed Dec 31 20:29:17 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //IMPORTANT!! //Class map_stratis : config.bin{ class CfgPatches { class Anapoli //Look it up here: https://sites.google.com/site/islandconfigs/home { units[] = {"Anapoli"}; //not sure if it must be filled, as Stratis didn't, but A2 Maps did... weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; author = "The_Wild"; //Author Name (this entry exists twice!) mail = "AuthorsEmail@Adress.com"; }; }; class CfgVehicles{}; //I think useless in ArmA3 class CfgWorlds { class DefaultWorld { cutscenes[] = {""}; //plays in main menu (this entry exists twice!) 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 Anapoli: CAWorld { dynLightMinBrightnessAmbientCoef = 0.5; dynLightMinBrightnessAbsolute = 0.05; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0.25; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 1.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Underwater { noWaterFog = -0.001; fullWaterFog = 0.001; deepWaterFog = 200; waterFogDistanceNear = 10; waterFogDistance = 40; waterColor[] = {0.04,0.16,0.22}; deepWaterColor[] = {0.0,0.001,0.009}; surfaceColor[] = {0.04,0.16,0.22}; deepSurfaceColor[] = {0.0,0.001,0.009}; }; class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0.0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; }; startWeather = 0.3; //sets weather when opening map in editor startFog = 0.0; //sets fog value when opening map in editor | same as fog slider in editor (probably) forecastWeather = 0.3; //sets forecast when opening map in editor forecastFog = 0.0;//~ startFogBase = 0.0;//~ forecastFogBase = 0.0;//~ startFogDecay = 0.013;//~ forecastFogDecay = 0.013;//~ fogBeta0Min = 0.0;//~ fogBeta0Max = 0.05;//~ class Lighting: DefaultLighting //Too much D: (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-lighting-weather) { groundReflection[] = {0.132,0.133,0.122}; moonObjectColorFull[] = {550,500,450,1.0}; moonHaloObjectColorFull[] = {20,20,20,0.5}; moonsetObjectColor[] = {275,250,225,1.0}; moonsetHaloObjectColor[] = {10,10,10,0.25}; class ThunderBoltLight { diffuse[] = {2120,2170,8550}; ambient[] = {0.001,0.001,0.001}; intensity = 120000; class Attenuation { start = 0.0; constant = 0.0; linear = 0.0; quadratic = 1.0; }; }; starEmissivity = 30.0; }; class DayLightingBrightAlmost: DayLightingBrightAlmost //as above { deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0}; fullNight[] = {-5,{ 0.182,0.213,0.25 },{ 0.05,0.111,0.221 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.082,0.128,0.185 },{ 0.283,0.35,0.431 },0}; sunMoon[] = {-3.75,{ 0.377,0.441,0.518 },{ 0.103,0.227,0.453 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.174,0.274,0.395 },{ 0.582,0.72,0.887 },0.5}; earlySun[] = {-2.5,{ 0.675,0.69,0.784 },{ 0.22,0.322,0.471 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.424,0.549,0.745 },{ 0.698,0.753,0.894 },1}; sunrise[] = {0,{ 0.675,0.69,0.784 },{ 0.478,0.51,0.659 },{ 0.2,0.19,0.07 },{ 0.124,0.161,0.236 },{ { 0.847,0.855,0.965 },0.2 },{ { 0.933,0.949,0.996 },2 },1}; earlyMorning[] = {3,{ { 0.844,0.61,0.469 },0.8 },{ 0.424,0.557,0.651 },{ { 1,0.45,0.2 },1 },{ 0.12,0.26,0.38 },{ { 0.428,0.579,0.743 },2 },{ { 0.844,0.61,0.469 },2.7 },1}; midMorning[] = {8,{ { 0.822,0.75,0.646 },3.8 },{ { 0.383,0.58,0.858 },1.3 },{ { 1.3,0.9,0.61 },2.8 },{ { 0.12,0.18,0.28 },0.5 },{ { 0.322,0.478,0.675 },3.5 },{ { 1.0,0.929,0.815 },4.7 },1}; morning[] = {16,{ { 1,0.95,0.91 },12.2 },{ { 0.12,0.18,0.28 },9.2 },{ { 1,0.95,0.91 },11.2 },{ { 0.12,0.18,0.28 },8.5 },{ { 0.14,0.18,0.24 },11.0 },{ { 0.5,0.6,0.9 },13.2 },1}; noon[] = {45,{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.5,0.64,1.0 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1,0.5,0.4,0.5,0.4}; }; class DayLightingRainy: DayLightingRainy //as above { deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0}; fullNight[] = {-5,{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.01,0.01,0.02 },{ 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75,{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.035,0.04 },{ 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5,{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.08,0.07,0.08 },{ 0.14,0.1,0.12 },0.5}; earlyMorning[] = {3,{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+4" },{ { 1,1,1 },"(-4)+5.5" },1}; morning[] = {16,{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+7" },{ { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25,{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+12" },{ { 1,1,1 },"(-4)+12.75" },1}; noon[] = {45,{ { 1,1,1 },10.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },8.0 },{ { 0.5,0.64,1 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1}; }; class Weather: Weather //WAY too much Dx (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-weather) { }; hazeDistCoef = 0.1; //?? hazeFogCoef = 0.98; //?? hazeBaseHeight = 150; //?? hazeBaseBeta0 = 6e-005; //?? hazeDensityDecay = 0.0006; //?? horizonParallaxCoef = 0.045; //?? horizonFogColorationStart = "0.8f"; //?? skyFogColorationStart = "0.7f"; //?? soundMapSizeCoef = 4; //?? satelliteNormalBlendStart = 10; //?when satellite and HD texture blend? satelliteNormalBlendEnd = 100; //?when satellite and HD texture blend? skyObject = "A3\Map_Stratis\data\obloha.p3d"; //skybox object, don't touch horizontObject = "A3\Map_Stratis\data\horizont.p3d"; //?? skyTexture = "A3\Map_Stratis\data\sky_semicloudy_sky.paa"; //Not sure, because ArmA uses Simulweather, which brings it's own, dynamic sky stuff... skyTextureR = "A3\Map_Stratis\data\sky_semicloudy_lco.paa"; //~ access = 3; //unknown, leave 3 set worldId = 1337; //unknown, change to any number you like cutscenes[] = {""}; //plays in main menu description = "Anapoli"; //Shown as name when choosing Island icon = ""; //Icon in front of Island Name worldName = "\wild\anapoli\anapoli.wrp"; //path to your WRP file pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; //Editor Picture pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; //Loadingscreen Picture plateFormat = "AS$-####"; //unknown plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //unknown author = "The_Wild"; //Author mapSize = 2048; //probably the same number as your terrain image size mapZone = 35; //unknown longitude = 8.97; //west is negative!! latitude = -40.11; //south is positive!! elevationOffset = 0;//?? envTexture = "A3\Data_f\env_land_ca.tga"; //reflection image, you probably want to change this, so it's not greece anymore... newRoadsShape = ""; //roads file! class OutsideTerrain //so-called "Debug" area of ArmA { satellite = "A3\map_Stratis\data\s_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "A3\Map_Data\gdt_wild_grass_nopx.paa"; texture = "A3\Map_Data\gdt_wild_grass_co.paa"; }; }; colorOutside[] = {0.294118,0.333333,0.372549,1}; }; class Grid: Grid { offsetX = 0; //grid offset from maps edges offsetY = 8192; class Zoom1 //Different Grid When Zooming in/out { zoomMax = 0.2; //Very Zoomed In format = "XY"; formatX = "000"; //Shown on border of map, to determine grid (can also be Aaa) formatY = "000"; //Shown on border of map, to determine grid (can also be Aaa) stepX = 100; //100m Grid? stepY = -100; //100m grid? }; class Zoom2 { zoomMax = 0.95; //Zoomed in a little format = "XY"; formatX = "00"; //Shown on border of map, to determine grid (can also be Aa) formatY = "00"; //Shown on border of map, to determine grid (can also be Aa) stepX = 1000; //1km grid? stepY = -1000; //1km grid? }; class Zoom3 { zoomMax = 1e+030; //completely zoomed out format = "XY"; formatX = "0"; //Shown on border of map, to determine grid (can also be A) formatY = "0"; //Shown on border of map, to determine grid (can also be A) stepX = 10000; //10km grid? stepY = -10000; //10km grid? }; }; startTime = "12:00"; //Time set when you load this Island in Editor startDate = "6/7/2035"; //Date set when you load this Island in Editor centerPosition[] = {2500,5650,1024}; //where the editor focuses on when you start the map (probably) seagullPos[] = {1024,150.0,1024}; //if player respawns as seagull?? ilsPosition[] = {1531,5019}; //Airport position (https://www.youtube.com/watch?v=0S623la_QBg) ilsDirection[] = {-0.2588,0.08,-0.9659}; //Airport "rotation" ilsTaxiOff[] = {1776.33,5943.46,1796.3,5994.64,1800.18,6000.15,1808.87,6001.77,1846.74,5991.52,1875.43,5943.27,1845.88,5831.4}; //Taxiway Waypoints when Landing ilsTaxiIn[] = {1845.88,5831.4,1613.95,4953.91,1610.09,4947.58,1601.67,4945.44,1528.24,4964.76,1522.46,4968.34,1520.47,4976.63,1525.46,4998.98}; //Taxiway Waypoints when Taking Off class ReplaceObjects{};//?? class Sounds//?? { sounds[] = {}; }; class Animation//?? { vehicles[] = {}; }; clutterGrid = 1.5; //not sure, I think lower number needs better pc, just don't touch clutterDist = 125; //Max Distance to see grass (in meters) noDetailDist = 65; //not quite sure fullDetailDist = 20; //probably how far you see HD ground textures midDetailTexture = "A3\Map_Data\middle_mco.paa"; //I'd just leave it minTreesInForestSquare = 4;//?? minRocksInRockSquare = 4;//?? class Subdivision //Subdivision of Terrain Mesh (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-subdivision-ambient) { class Fractal { rougness = 5; //texture roughness factor maxRoad = 0.02; //max. value for squares containing road maxTrack = 0.5; //max. value for squares containing track maxSlopeFactor = 0.05;//max. coeficient depending on slope }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = -0.0;//do not divide surfaces that are under given limit minSlope = 0.02;//do not divide flat surfaces }; class Ambient{}; //useless in A3 I guess, leave in just in case class AmbientA3 //basically where animals etc. show up (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-subdivision-ambient) { }; #include "cfgClutter.hpp" class Names //City Names (https://www.youtube.com/watch?v=0S623la_QBg) { }; safePositionAnchor[] = {3874.47,4093.64}; //?? safePositionRadius = 1900; //?? loadingTexts[] = {"Anapoli was a beautiful island."}; //Loading Texts }; initWorld = "Anapoli";//?? demoWorld = "Anapoli";//?? }; class CfgWorldList//?? { class Anapoli{}; }; //}; #include "cfgSurfaces.hpp"
  7. greyhound32

    clutter Issues

    Thank you VIPer ... I have double checked the layers.cfg and it all tie in. the textures appear on the map ok its the clutter thats missing. A typical screen shot, please ignore the colours on the map http://imgur.com/PtOpo0A .. the green grass texture has all the clutter within it, as does the thorn texture ... but the wild grass is just the surface texture without any clutter.
  8. greyhound32

    clutter Issues

    Thank you for your reply 1PARA .. unfortunately it was a pasting error :( so lets try again. Clutter.hpp class clutter { class DefaultClutter; class wld_anapoli_StrBigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_StrBigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_StrBigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class wld_anapoli_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class wld_anapoli_StrGrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class wld_anapoli_StrGrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class wld_anapoli_StrThornKhakiSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.5; scaleMax = 0.7; }; class wld_anapoli_StrThornKhakiBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.7; scaleMax = 0.9; }; class wld_anapoli_StrThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.5; }; class wld_anapoli_StrThornGreenBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.7; scaleMax = 0.9; }; class wld_anapoli_StrThornGraySmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.5; scaleMax = 0.7; }; class wld_anapoli_StrThornGrayBig: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class wld_anapoli_StrPlantGreenShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; class wld_anapoli_StrPlantGermaderGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGermader_group.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.5; }; class wld_anapoli_StrWeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class wld_anapoli_StrWeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class wld_anapoli_StrPlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class wld_anapoli_StrThistlePurpleSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistlePurple_small.p3d"; affectedByWind = 0.1; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.4; }; class wld_anapoli_StrThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleSmallYellow.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.4; }; class wld_anapoli_StrThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class wld_anapoli_GrassTall: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class wld_anapoli_GrassGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Green.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.85; scaleMax = 1.0; surfaceColor[] = {0.431,0.475,0.267}; }; class wld_anapoli_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Dry.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class wld_anapoli_GrassBrushHighGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Green.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.5; scaleMax = 0.7; }; class wld_anapoli_GrassBunchSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Bunch_Small.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.8; }; class wld_anapoli_ThistleHighDead: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High_Dead.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.4; scaleMax = 0.8; }; class wld_anapoli_ThistleHigh: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class wld_anapoli_ThistleSmallYellow: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Small_Yellow.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.3; scaleMax = 0.9; }; class wld_anapoli_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class wld_anapoli_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class wld_anapoli_ThistleThornBrown: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.5; scaleMax = 1.2; }; class wld_anapoli_ThistleThornBrownSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class wld_anapoli_ThistleThornGray: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Gray.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 1.1; scaleMax = 1.4; }; class wld_anapoli_ThistleThornDesert: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Desert.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.4; scaleMax = 1.4; }; class wld_anapoli_PlantGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Plant_Green_Small.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.5; scaleMax = 1.1; }; class wld_anapoli_FlowerCakile: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Cakile.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 0.8; }; class wld_anapoli_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class wld_anapoli_GrassCrookedDead: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassCrooked.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.1; }; class wld_anapoli_GrassTalltwo: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassTall.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.75; scaleMax = 1.15; }; class wld_anapoli_GrassLong_DryBunch: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassLong_DryBunch.p3d"; affectedByWind = 0.8; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.2; }; class wld_anapoli_GrassDesertGroupSoft: DefaultClutter { model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d"; affectedByWind = 1.0; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.1; }; }; Surfaces.hpp class CfgSurfaces { class Default {}; class wld_anapoli_grass_green_Surface : Default { files = "wld_anapoli_grass_green_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "wld_anapoli_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class wld_anapoli_wild_grass_Surface : Default { files = "wld_anapoli_wild_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.05 soundEnviron = "grass" character = "wld_anapoli_ wild_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class wld_anapoli_dry_grass_surface : Default { files = "wld_anapoli_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "wld_anapoli_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; impact = "hitGroundSoft"; surfaceFriction = 1.75; }; class wld_anapoli_beach_Surface : Default { files = "wld_anapoli_beach_*"; rough = 0.1; maxSpeedCoef = 0.8; dust = 0.5; soundEnviron = "sand"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1.25; grassCover = 0; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; class wld_anapoli_thorn_Surface : Default { files = "wld_anapoli_thorn_*"; rough = 0.12; maxSpeedCoef = 0.9; dust = 0.43; soundEnviron = "stony"; character = "wld_anapoli_thorn_Character"; soundHit = "hard_ground"; lucidity = 3.5; grassCover = 0.15; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; class wld_anapoli_rock_Surface : Default { files = "wld_anapoli_rock_*"; rough = 0.2; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0; impact = "hitGroundHard"; surfaceFriction = 1.9; }; class wld_anapoli_concrete_Surface : Default { files = "wld_anapoli_concrete_*"; character = "Empty"; soundEnviron = "concrete"; soundHit = "concrete"; rough = 0.05; maxSpeedCoef = 1; dust = 0.05; lucidity = 0.3; grassCover = 0.0; impact = "hitConcrete"; }; }; class CfgSurfaceCharacters { class wld_anapoli_green_grass_Character { probability[] = {0.74,0.02,0.19,0.04}; names[] = {"wld_anapoli_GrassGreen","wld_anapoli_ThistleThornGreen","wld_anapoli_ThistleThornGreenSmall","wld_anapoli_FlowerLowYellow2"}; }; class wld_anapoli_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"wld_anapoli_StrGrassDryGroup","wld_anapoli_StrGrassDryMediumgroup","wld_anapoli_StrWeedBrownTallGroup","wld_anapoli_StrWeedGreenTall","wld_anapoli_StrThistleYellowShrub","wld_anapoli_StrPlantMullein"}; }; class wld_anapoli_wild_grass_Character { probability[] = {0.75,0.05,0.05,0.1,0.04}; names[] = {"wld_anapoli_StrGrassGreenGroup","wld_anapoli_StrThornGreenSmall","wld_anapoli_StrThornGreenBig","wld_anapoli_StrPlantGreenShrub","wld_anapoli_StrGrassDryMediumgroup"}; }; class wld_anapoli_thorn_Character { probability[] = {0.25,0.3,0.15,0.1,0.05,0.05,0.03}; names[] = {"wld_anapoli_StrThornKhakiBig","wld_anapoli_StrThornKhakiSmall","wld_anapoli_StrThornGraySmall","wld_anapoli_StrPlantGermaderGroup","wld_anapoli_StrThornGreenSmall","wld_anapoli_StrThornGrayBig","wld_anapoli_StrThistlePurpleSmall"}; }; }; Config.cpp //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.88 //Wed Dec 31 20:29:17 2014 : Source 'file' date Wed Dec 31 20:29:17 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //IMPORTANT!! //Class map_stratis : config.bin{ class CfgPatches { class Wild_Anapoli //Look it up here: https://sites.google.com/site/islandconfigs/home { units[] = {"Anapoli"}; //not sure if it must be filled, as Stratis didn't, but A2 Maps did... weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; author = "The_Wild"; //Author Name (this entry exists twice!) mail = "AuthorsEmail@Adress.com"; }; }; class CfgVehicles{}; //I think useless in ArmA3 class CfgWorlds { class DefaultWorld { cutscenes[] = {""}; //plays in main menu (this entry exists twice!) 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 Anapoli: CAWorld { dynLightMinBrightnessAmbientCoef = 0.5; dynLightMinBrightnessAbsolute = 0.05; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0.25; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 1.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Underwater { noWaterFog = -0.001; fullWaterFog = 0.001; deepWaterFog = 200; waterFogDistanceNear = 10; waterFogDistance = 40; waterColor[] = {0.04,0.16,0.22}; deepWaterColor[] = {0.0,0.001,0.009}; surfaceColor[] = {0.04,0.16,0.22}; deepSurfaceColor[] = {0.0,0.001,0.009}; }; class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0.0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; }; startWeather = 0.3; //sets weather when opening map in editor startFog = 0.0; //sets fog value when opening map in editor | same as fog slider in editor (probably) forecastWeather = 0.3; //sets forecast when opening map in editor forecastFog = 0.0;//~ startFogBase = 0.0;//~ forecastFogBase = 0.0;//~ startFogDecay = 0.013;//~ forecastFogDecay = 0.013;//~ fogBeta0Min = 0.0;//~ fogBeta0Max = 0.05;//~ class Lighting: DefaultLighting //Too much D: (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-lighting-weather) { groundReflection[] = {0.132,0.133,0.122}; moonObjectColorFull[] = {550,500,450,1.0}; moonHaloObjectColorFull[] = {20,20,20,0.5}; moonsetObjectColor[] = {275,250,225,1.0}; moonsetHaloObjectColor[] = {10,10,10,0.25}; class ThunderBoltLight { diffuse[] = {2120,2170,8550}; ambient[] = {0.001,0.001,0.001}; intensity = 120000; class Attenuation { start = 0.0; constant = 0.0; linear = 0.0; quadratic = 1.0; }; }; starEmissivity = 30.0; }; class DayLightingBrightAlmost: DayLightingBrightAlmost //as above { deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0}; fullNight[] = {-5,{ 0.182,0.213,0.25 },{ 0.05,0.111,0.221 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.082,0.128,0.185 },{ 0.283,0.35,0.431 },0}; sunMoon[] = {-3.75,{ 0.377,0.441,0.518 },{ 0.103,0.227,0.453 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.174,0.274,0.395 },{ 0.582,0.72,0.887 },0.5}; earlySun[] = {-2.5,{ 0.675,0.69,0.784 },{ 0.22,0.322,0.471 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.424,0.549,0.745 },{ 0.698,0.753,0.894 },1}; sunrise[] = {0,{ 0.675,0.69,0.784 },{ 0.478,0.51,0.659 },{ 0.2,0.19,0.07 },{ 0.124,0.161,0.236 },{ { 0.847,0.855,0.965 },0.2 },{ { 0.933,0.949,0.996 },2 },1}; earlyMorning[] = {3,{ { 0.844,0.61,0.469 },0.8 },{ 0.424,0.557,0.651 },{ { 1,0.45,0.2 },1 },{ 0.12,0.26,0.38 },{ { 0.428,0.579,0.743 },2 },{ { 0.844,0.61,0.469 },2.7 },1}; midMorning[] = {8,{ { 0.822,0.75,0.646 },3.8 },{ { 0.383,0.58,0.858 },1.3 },{ { 1.3,0.9,0.61 },2.8 },{ { 0.12,0.18,0.28 },0.5 },{ { 0.322,0.478,0.675 },3.5 },{ { 1.0,0.929,0.815 },4.7 },1}; morning[] = {16,{ { 1,0.95,0.91 },12.2 },{ { 0.12,0.18,0.28 },9.2 },{ { 1,0.95,0.91 },11.2 },{ { 0.12,0.18,0.28 },8.5 },{ { 0.14,0.18,0.24 },11.0 },{ { 0.5,0.6,0.9 },13.2 },1}; noon[] = {45,{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.5,0.64,1.0 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1,0.5,0.4,0.5,0.4}; }; class DayLightingRainy: DayLightingRainy //as above { deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0}; fullNight[] = {-5,{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.01,0.01,0.02 },{ 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75,{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.035,0.04 },{ 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5,{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.08,0.07,0.08 },{ 0.14,0.1,0.12 },0.5}; earlyMorning[] = {3,{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+4" },{ { 1,1,1 },"(-4)+5.5" },1}; morning[] = {16,{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+7" },{ { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25,{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+12" },{ { 1,1,1 },"(-4)+12.75" },1}; noon[] = {45,{ { 1,1,1 },10.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },8.0 },{ { 0.5,0.64,1 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1}; }; class Weather: Weather //WAY too much Dx (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-weather) { class LightingNew { hazeDistCoef = 0.1; //?? hazeFogCoef = 0.98; //?? hazeBaseHeight = 150; //?? hazeBaseBeta0 = 6e-005; //?? hazeDensityDecay = 0.0006; //?? horizonParallaxCoef = 0.045; //?? horizonFogColorationStart = "0.8f"; //?? skyFogColorationStart = "0.7f"; //?? soundMapSizeCoef = 4; //?? satelliteNormalBlendStart = 10; //?when satellite and HD texture blend? satelliteNormalBlendEnd = 100; //?when satellite and HD texture blend? skyObject = "A3\Map_Stratis\data\obloha.p3d"; //skybox object, don't touch horizontObject = "A3\Map_Stratis\data\horizont.p3d"; //?? skyTexture = "A3\Map_Stratis\data\sky_semicloudy_sky.paa"; //Not sure, because ArmA uses Simulweather, which brings it's own, dynamic sky stuff... skyTextureR = "A3\Map_Stratis\data\sky_semicloudy_lco.paa"; //~ access = 3; //unknown, leave 3 set worldId = 1337; //unknown, change to any number you like cutscenes[] = {""}; //plays in main menu description = "Anapoli"; //Shown as name when choosing Island icon = ""; //Icon in front of Island Name worldName = "\wild\anapoli\anapoli.wrp"; //path to your WRP file pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; //Editor Picture pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; //Loadingscreen Picture plateFormat = "AS$-####"; //unknown plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //unknown author = "The_Wild"; //Author mapSize = 2048; //probably the same number as your terrain image size mapZone = 35; //unknown longitude = 8.97; //west is negative!! latitude = -40.11; //south is positive!! elevationOffset = 0;//?? envTexture = "A3\Data_f\env_land_ca.tga"; //reflection image, you probably want to change this, so it's not greece anymore... newRoadsShape = ""; //roads file! class OutsideTerrain //so-called "Debug" area of ArmA { satellite = "A3\map_Stratis\data\s_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "A3\Map_Data\gdt_wild_grass_nopx.paa"; texture = "A3\Map_Data\gdt_wild_grass_co.paa"; }; }; colorOutside[] = {0.294118,0.333333,0.372549,1}; }; class Grid: Grid { offsetX = 0; //grid offset from maps edges offsetY = 8192; class Zoom1 //Different Grid When Zooming in/out { zoomMax = 0.2; //Very Zoomed In format = "XY"; formatX = "000"; //Shown on border of map, to determine grid (can also be Aaa) formatY = "000"; //Shown on border of map, to determine grid (can also be Aaa) stepX = 100; //100m Grid? stepY = -100; //100m grid? }; class Zoom2 { zoomMax = 0.95; //Zoomed in a little format = "XY"; formatX = "00"; //Shown on border of map, to determine grid (can also be Aa) formatY = "00"; //Shown on border of map, to determine grid (can also be Aa) stepX = 1000; //1km grid? stepY = -1000; //1km grid? }; class Zoom3 { zoomMax = 1e+030; //completely zoomed out format = "XY"; formatX = "0"; //Shown on border of map, to determine grid (can also be A) formatY = "0"; //Shown on border of map, to determine grid (can also be A) stepX = 10000; //10km grid? stepY = -10000; //10km grid? }; }; startTime = "12:00"; //Time set when you load this Island in Editor startDate = "6/7/2035"; //Date set when you load this Island in Editor centerPosition[] = {2500,5650,1024}; //where the editor focuses on when you start the map (probably) seagullPos[] = {1024,150.0,1024}; //if player respawns as seagull?? ilsPosition[] = {1531,5019}; //Airport position (https://www.youtube.com/watch?v=0S623la_QBg) ilsDirection[] = {-0.2588,0.08,-0.9659}; //Airport "rotation" ilsTaxiOff[] = {1776.33,5943.46,1796.3,5994.64,1800.18,6000.15,1808.87,6001.77,1846.74,5991.52,1875.43,5943.27,1845.88,5831.4}; //Taxiway Waypoints when Landing ilsTaxiIn[] = {1845.88,5831.4,1613.95,4953.91,1610.09,4947.58,1601.67,4945.44,1528.24,4964.76,1522.46,4968.34,1520.47,4976.63,1525.46,4998.98}; //Taxiway Waypoints when Taking Off class ReplaceObjects{};//?? class Sounds//?? { sounds[] = {}; }; class Animation//?? { vehicles[] = {}; }; clutterGrid = 1.5; //not sure, I think lower number needs better pc, just don't touch clutterDist = 125; //Max Distance to see grass (in meters) noDetailDist = 65; //not quite sure fullDetailDist = 15; //probably how far you see HD ground textures midDetailTexture = "A3\Map_Data\middle_mco.paa"; //I'd just leave it minTreesInForestSquare = 4;//?? minRocksInRockSquare = 4;//?? class Subdivision //Subdivision of Terrain Mesh (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-subdivision-ambient) { class Fractal { rougness = 5; //texture roughness factor maxRoad = 0.02; //max. value for squares containing road maxTrack = 0.5; //max. value for squares containing track maxSlopeFactor = 0.05;//max. coeficient depending on slope }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = -0.0;//do not divide surfaces that are under given limit minSlope = 0.02;//do not divide flat surfaces }; class Ambient{}; //useless in A3 I guess, leave in just in case class AmbientA3 //basically where animals etc. show up (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-subdivision-ambient) { maxCost = 500; class Radius440_500 { #include "cfgClutter.hpp" class Names //City Names (https://www.youtube.com/watch?v=0S623la_QBg) { }; safePositionAnchor[] = {3874.47,4093.64}; //?? safePositionRadius = 1900; //?? loadingTexts[] = {"Anapoli was a beautiful island. Anapoli was ravaged by the clone wars"}; //Loading Texts }; initWorld = "Anapoli";//?? demoWorld = "Anapoli";//?? }; class CfgWorldList//?? { class Anapoli{}; }; //}; #include "cfgSurfaces.hpp"
  9. greyhound32

    clutter Issues

    Looking for some help with a strange Cluuter issue. I met with the black terrain and traced the issue back to a poor root but I have been stuck with the clutter on the map. I have 4 textures that I have set to have clutter on them. I can get 2 to generate in game but the other 2 refuse to generate no matter what i try and check. Now getting to the point of becoming frustrated. Clutter.hpp Surfaces.hpp and finally my config.cpp Hopefully someone from the community can take a look and tell me the obvious thing that Im constantly missing. The Textures that are loading in ok are grass_green (no surprises there) and also Thorn
  10. Amen for some sense. Sure you can throw a map together in a few weekends with a small team but what do you do with it then? Some of the Mods that never made it to the top 10 of their respective categories have been worked upon since the tools were first released and are still being refined today. Maybe monetizing it is wrong to some forum users but it is the easiest way for bohemia to acknowledge the work of those people that can still keep a game relevant and alive years after its release .. and of course all us armaholics clamouring for more.
  11. greyhound32

    The Newcomers' Introduction Thread

    Finally after looking through the forums and finding most of the answers to my questions it has come time to post an introduction so i can reach the reply limit set so i can actually post a new thread within the troubleshooting section ---------- Post added at 21:48 ---------- Previous post was at 21:46 ---------- I assume that it is still the 5 anti-spam replies we need to post before we can seek help within the forums. Hopefully I will reach that before my pc goes through the window out of frustration lol
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