So, you have this trava1 thing without any definition about its surface or character definition, but, amazingly, it displays grass clutter ... if you just copied this from chernarus, then it might have some rvmat info inside... I mean, trava1 knows that it has to display some clutter object from A2...
@PVP: We can do these kind of modifications? Damn! i will have to wait the whole day just to sit in front my machine and continue with trial & error...
Dammit! You've got me interested in this now too Robster!!
Here's another pic of the transition from Inside terrain to Outside terrain...
As you can see, the "trava1" texture doesn't seem to display properly - but the clutter continues right across the border and off into Infinite Land..
* the clutter being used over infinite land is my standard "rough grass" clutter - a mix of some BIS Cherno clutter and one dominant custom "dry grass" model... so it can't be somehow "inheriting" some setting from Cherno - like my previous post pic showed - Cherno has no IL clutter...
You can also see from that first pic that it DOES seem to be my "rough grass mix" of clutter being used - not just some single basic model... there's 3 different clutter models poking up thru the "trava1" on the bottom left of the pic - one of which is a custom one...
It's strange how the clutter works but the actual ground-texture sortof semi-doesn't, and looks weird and blurry like that...
It's a weird terrain in other ways too - it's not "landlocked", but it's the opposite of Chernarus - theres sea to the North and West - land to the problematic South and East... well - not quite... there's sea and land to the East and South too......
Sea AND Land on both those East and South borders is asking for trouble... there's known weirdnesses happen with textures on bits of islands that stray too close to the borders in those directions...
Sea present on the map, but land to the East seems to be one of the combinations that can trigger the "Hole in The Sea" problem, and indeed I got that bad on this terrain if I switched IL "on" - with it "off" I don't get the Hole in the sea, and the Outside Terrain looks a little "stretched", but - either way - the "outside ground texture" displays wrongly, but I get my standard grass clutter on it...
Can't think what other factors could be influencing things... Heightmap is 2048x2048 - 10m, Sat & Mask 20480x20480, Texture layer size 40m... Standard terrain in every way
Initially I assumed it has to be the first on layers.cfg or cfgSurfaceCharacter lists... but assuming your info as correct, evidence should point at the most common clutter among CfgSurfaceCharacters (probability=0.5)
I am not so sure that a change like PVP mentioned may produce some effect, mainly cause I do not understand how that change works...
clutter is applied to a given HQ texture.
It looks for the file naming. That is now tied to a clutter type class.
That again defines the types of clutter seen it randomly.