Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 28

Thread: Clutter on infinite terrain

  1. #11
    CWR² Developer Bushlurker's Avatar
    Join Date
    Aug 27 2004
    Location
    Under a bush, somewhere in Scotland...
    Posts
    1,808
    The "trava1" textures are just copied from Cherno - cr_trava1 or something I think...


    cfgClutter
    Spoiler:


    Nothing special... most of the grass is custom stuff...


    B

  2. #12
    Gunnery Sergeant
    Join Date
    Sep 27 2010
    Location
    Santiago de Chile
    Posts
    452
    Author of the Thread
    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...
    Last edited by Robster; Sep 12 2011 at 12:59.

  3. #13
    Try to define a clutter class for the bush_satout_co/satellite texture.

  4. #14
    Gunnery Sergeant
    Join Date
    Sep 27 2010
    Location
    Santiago de Chile
    Posts
    452
    Author of the Thread
    @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...

  5. #15

  6. #16
    Something along the lines like this may work:

    PHP Code:
    class CfgSurfaces
    {
        class Default;
        class 
    bush_satout: Default
        {
            
    files "bush_satout*";
        }; 

  7. #17
    CWR² Developer Bushlurker's Avatar
    Join Date
    Aug 27 2004
    Location
    Under a bush, somewhere in Scotland...
    Posts
    1,808
    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

    It's got me puzzled...

    B

  8. #18
    Gunnery Sergeant
    Join Date
    Sep 27 2010
    Location
    Santiago de Chile
    Posts
    452
    Author of the Thread
    Let me put this together...

    Since I could notice that IL does display only one single object... your current clutter should be :

    class Bush_RoughgrassClutter
    {
    probability[] = {0.5,0.2,0.01,0.22,0.01,0.03,0.01,0.01};
    names[] = {"Bush_DryGrassRough","Bush_GrassCrooked","Bush_Dr yGrassBunch","Bush_GrassDryLong","Bush_Heather2"," Bush_WeedSedge","Bush_GrassBunch","Bush_SmallLeafP lant"};
    };

    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...

    And now I'm going into my lab muahahahaha...

  9. #19
    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.

  10. #20
    Gunnery Sergeant
    Join Date
    Sep 27 2010
    Location
    Santiago de Chile
    Posts
    452
    Author of the Thread
    IT'S ALIVE !!!!



    ---------- Post added at 08:31 PM ---------- Previous post was at 08:30 PM ----------

    EDIT: Just one little detail... again, I've got no idea what i did XD

    ---------- Post added at 08:37 PM ---------- Previous post was at 08:31 PM ----------

    I made this into config...

    Spoiler:


    But that second line (NBgrass) didn't have any effect... which is ok since my test mask is completely black for now...

    It just took my one and only surface character with all clutter objects present in there...

    @PVP: you were right Sir! I still do not understand any sh*t but that really works!!!! alleluya!!!!

    EDIT2: Dammit!!! I knew it was possible!!! Now I'm going for clafghan... hehehe
    Last edited by Robster; Sep 12 2011 at 21:45.

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •