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spirit
Apr 28 2008, 17:53
Hello guys,

So i went through the whole process. Capturing google earth. Wilbur, create island, mask etc etc etc etc.

After painfull hours it finaly all works. I have a full working island including satellite and all textures i wanted.

However i am a bit stuck on info regarding the config.cpp file. I see no info about.

My main concern is that i would like to have the 3d grass at some location. For what i heard it is possible to link this to the mask or even the textures.

Anyway, is there an easy way to make 3d grass (like the flowers , general grass etc) like i can already with the nature object browser in a fast way. How do i make the whole island ahve grass without copy/paste it in visitor? Anybody knows?

More help about the config.cpp would also be appriciated.

Also i am stuck at the forest part. I can define a forest area and then make it with the ofp woods stuff but then you get those nicely in a row trees. What is the best way to define forests? At the moment i do it manualy....

Nicholas Bell
Apr 29 2008, 14:44
Check out this thread where I give an example of how I added a new texture with a specific clutter:

http://www.flashpoint1985.com/cgi-bin....9;st=30 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=77;t=72259;st=30)

There is a script which randomly places objects selected in an area you define:

http://www.flashpoint1985.com/cgi-bin....+script (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=77;t=67864;hl=random+object+script)

Please experiment with this before you go too far. It works well - too well in fact. You need to use very low values (like less than 10) or you will end up with far too many trees for ArmA to handle. Note that if you select more than one tree type you should divide the density value by the number of types you select. That is, the script places equal density for each object type you select. Select 4 tree types and a value of 35 like I did and you will have a wonderful looking dense forest that is unplayable on most computers.

This I learned on my Schmalfelden map. I am now having to redo all those nice forests. Guess how - by placing each tree! That's the only way to ensure the density does not get too high. Actually, I create a small area of trees and then copy and paste it, then fill in the gaps.

You do NOT want to copy and paste flowers and grass as objects on the map. This will kill your frame rate. The program renders objects which are defined as clutter differently than if those objects are specifically placed on the map.

spirit
Apr 29 2008, 20:14
Hey Nicholas,

Thanks a lot for the info about adding a specific clutter to a new texture. Mine are not exactly new textures but are renamed textures and rvmat's. I managed to follow you part and putted it in the config.cpp.

I now have one specific clutter (any i choose) that shows up on the files i select as stated (x* i use so all textures (rvmats) are used. How can i now make sure that more types of clutters are binded to the texture?

Thanks for the help mate. I realy dont understand a crap about the config.cpp so any help is welcome now.

Nicholas Bell
Apr 30 2008, 14:43
Yeah, I forgot that my sample only has one clutter. BTW, all I did was rename rvmats and textures too

So to add more than one clutter type:

Change this with one type:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaceCharacters
{
class lawnClutter
{
probability&#91;&#93; = {0.98};
names&#91;&#93; = {&#34;lawnClutter&#34;};
};[/QUOTE]


To this with 3 types, adding the probability for each and the additional Class CfgSurfaces.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaceCharacters
{
class lawnClutter
{
probability&#91;&#93; = {0.98,0.75,0.80};
names&#91;&#93; = {&#34;lawnClutter&#34;,&#34;SpiritClutterA&#34;,&#34;SpiritClutterB&#34;};[/QUOTE]

Of course you need to define your specific clutter types.

Hope this helps.

spirit
May 1 2008, 21:56
Hey,

Yep that helped a lot. I am starting to understand what to do. I actualy managed now to get any clutter (amount) on any texture. So i gues this is all i wanted. Now it is back to graphic stuff.

Tx a lot mate. I give a pic in here to show my results soon:)

Spirit