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greyhound32

clutter Issues

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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

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"};

};

};

and finally my config.cpp

#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

{

class Lighting0

{

height = 0;

overcast = 0.4;

sunAngle = -14;

sunOrMoon = 0;

diffuse[] = {{ 0.11,0.2744,0.97 },3};

diffuseCloud[] = {{ 0.099,0.24696,0.873 },2.7};

ambient[] = {0.02,0.11,0.54};

ambientCloud[] = {0.018,0.099,0.486};

ambientMid[] = {0.018,0.099,0.486};

ambientMidCloud[] = {0.0162,0.0891,0.4374};

groundReflection[] = {0.0162,0.0891,0.4374};

groundReflectionCloud[] = {0.01458,0.08019,0.39366};

bidirect[] = {0.0284,0.02712,0.0254};

bidirectCloud[] = {0.02556,0.024408,0.02286};

sky[] = {{ 0.001273,0.001838,0.004057 },0.001404};

skyAroundSun[] = {4e-006,0.000104,0.000366};

fogColor[] = {0.1,0.2,0.4};

apertureMin = 5.916064;

apertureStandard = 6.859;

apertureMax = 17.1475;

standardAvgLum = 1.08;

desiredLuminanceCoef = 0.118098;

desiredLuminanceCoefCloud = 0.059049;

luminanceRectCoef = 0.4;

luminanceRectCoefCloud = 0.2;

rayleigh[] = {0.00749,0.01388,0.02878};

mie[] = {0.0046,0.0046,0.0046};

cloudsColor[] = {{ 0.3,0.4,1 },13.61492};

swBrightness = 5;

};

class Lighting: Lighting

{

class BrightAlmost: DayLightingBrightAlmost

{

overcast = 0.0;

};

class Rainy: DayLightingRainy

{

overcast = 1.0;

};

};

class Overcast: Overcast

{

class Weather1: Weather1

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_veryclear_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_veryclear_horizont_sky.paa";

};

class Weather7: Weather1

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_clear_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";

};

class Weather2: Weather2

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_almostclear_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_almostclear_horizont_sky.paa";

};

class Weather3: Weather3

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_semicloudy_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_semicloudy_horizont_sky.paa";

};

class Weather4: Weather4

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_cloudy_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_cloudy_horizont_sky.paa";

};

class Weather5: Weather5

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_mostlycloudy_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_mostlycloudy_horizont_sky.paa";

};

class Weather6: Weather6

{

sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa";

skyR = "A3\Map_Stratis\Data\sky_overcast_lco.paa";

horizon = "A3\Map_Stratis\Data\sky_overcast_horizont_sky.paa";

};

};

};

humidityUpCoef = 0.1;

humidityDownCoef = 0.05;

class SimulWeather

{

noiseTexture = "a3\data_f\noise_raw.paa";

numKeyframesPerDay = 48;

windSpeedCoef = "10.0f";

moonIrradianceCoef = "10.0f";

fadeMaxDistanceKm = 1000.0;

fadeMaxAltitudeKm = 15.0;

fadeNumAltitudes = 8;

fadeNumElevations = 8;

fadeNumDistances = 8;

fadeEarthTest = 1;

autoBrightness = 0;

autoBrightnessStrength = 0.1;

cloudGridWidth = 64;

cloudGridLength = 64;

cloudGridHeight = 16;

helperGridElevationSteps = 24;

helperGridAzimuthSteps = 15;

helperEffectiveEarthRadius = 160000;

helperCurvedEarth = 1;

helperAdjustCurvature = 0;

helperNumLayers = 120;

helperMaxDistance = 160000;

helperNearCloudFade = 0.1;

helperChurn = 10;

cloudWidth = 40000;

cloudLength = 40000;

wrapClouds = 1;

noiseResolution = 8;

noisePeriod = 4.0;

opticalDensity = 1.5;

alphaSharpness = 0.5;

selfShadowScale = 0.05;

mieAsymmetry = 0.87;

minimumLightElevationDegrees = 1.0;

directLightCoef = 0.25;

indirectLightCoef = 0.025;

fogStart = 0;

fogEnd = 2000;

fogHeight = 2000;

class DefaultKeyframe

{

rayleigh[] = {0.00749,0.01388,0.02878};

mie[] = {0.0046,0.0046,0.0046};

haze = 30;

hazeBaseKm = 5.0;

hazeScaleKm = 1.0;

hazeEccentricity = 1;

brightnessAdjustment = 1.0;

cloudiness = 0.6;

cloudBaseKm = 0.85;

cloudHeightKm = 8.0;

directLight = 0.4;

indirectLight = 1.0;

ambientLight = 3.0;

noiseOctaves = 5;

noisePersistence = 1.0;

fractalAmplitude = 2.8;

fractalWavelength = 190.0;

extinction = 5.0;

diffusivity = 0.001;

};

class Overcast

{

class Weather1: DefaultKeyframe

{

overcast = 0.0;

cloudiness = 0.0;

seqFileKeyframe = 0;

};

class Weather2: DefaultKeyframe

{

overcast = 0.2;

cloudiness = 0.3;

diffusivity = 0.5;

seqFileKeyframe = 0;

};

class Weather3: DefaultKeyframe

{

overcast = 0.4;

cloudiness = 0.3;

seqFileKeyframe = 3;

};

class Weather4: DefaultKeyframe

{

overcast = 0.5;

cloudiness = 0.4;

seqFileKeyframe = 4;

};

class Weather5: DefaultKeyframe

{

overcast = 0.8;

cloudiness = 0.9;

seqFileKeyframe = 5;

};

class Weather6: DefaultKeyframe

{

overcast = 1.0;

cloudiness = 1.0;

seqFileKeyframe = 7;

};

};

};

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

{

areaSpawnRadius = 440.0;

areaMaxRadius = 500.0;

spawnCircleRadius = 30.0;

spawnInterval = 4.7;

#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"

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

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not sure if it is the way it is pasted but there are a Lot of spaces ??

"wld_anapoli_ThistleTho[color="#FF0000"]r n[/color]Green"

"wld_anapoli_StrG[color="#FF0000"]r a[/color]ssDryMediumgroup"

change them all and that should do the trick

"wld_anapoli_ThistleThornGreen"

so make sure they are all correct and no spaces and missing

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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"

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One thing to check is that your layers.cfg has the correct colour (RGB) listed for the surfaces.

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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.

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I notice you haven't posted your Layers.cfg, which is a potential source of mistakes when dealing with Surfaces - you say it's OK so we'll assume it is...

Lets take a fast look at the files you have provided and see if we can spot anything out of whack.....

cfgClutter

This file looks OK - apart from line 3...

class DefaultClutter;

You said this already - in line 38 of your Big Main Config - there's no need to repeat it here, so you can delete that line...

cfgSurfaces

First thing I notice here is this construction, which is common to all surfaces...

files = "wld_anapoli_grass_green_*";

This part - wld_anapoli_grass_green_* - literally means - all files with the name "wld_anapoli_grass_green_SOMETHING"

"wldUNDERSCOREanapoliUNDERSCOREgrassUNDERSCOREgreenUNDERSCORESOMETHING"

If you have a fileset like this...

wld_anapoli_grass_green_co.png

wld_anapoli_grass_green_nopx.png

wld_anapoli_grass_green_.rvmat

Then that will work nicely - but if you have a GT fileset that looks like this...

wld_anapoli_grass_green_co.png

wld_anapoli_grass_green_nopx.png

wld_anapoli_grass_green.rvmat

...then the .rvmat file will not be "found"... Can you see the problem? With the .rvmat?

This...

files = "wld_anapoli_grass_green*";

...would "find" all files with ANYTHING (or NOTHING) after the "grass" bit - whether there's an underscore or not...

Other than that - the rest of cfgSurfaces looks OK too - Surface character defs are in position and correct - they all add up to 0.99 or less, and the clutter types match the defs in cfgClutter... Assuming you actually do have these texture files - with these exact names - in the correct location...Looks good!

Config.cpp

Another one of these pretty complex configs!

Unless you're planning custom lighting, sounds, ambients, etc, its often easier to simply "inherit" from a stock BI terrain, which reduces your config to only those parameters where you want something to be different from the stock BI terrain you're inheriting from.

Even if you ARE planning extensive edits to lighting, ambients, etc - it's often easier to farm them out to separate .h's or .hpp's and "#include" them in the main config, just like we do with cfgSurfaces...

Anyhow.... a technical point... lets look at the parameters...

Right at the start...

class CfgPatches
{
class [color="#FF0000"]Wild_[/color]Anapoli //Look it up here: https://sites.google.com/site/islandconfigs/home
{
	units[] = {"Anapoli"};

This opening section of the config is basically a "header" which tells the Engine what the contents of this .pbo is... This one says "I contain something called "Wild_Anapoli"

But the rest of the config, including the main classname for the terrain, contradicts this, by simply declaring "Anapoli"

You need to maintain consistency and pick one classname or the other - and use it throughout.

The general rule is...

Project Folder Name

Terrain Classname

WRP Filename

.. should all be exactly the same - otherwise unpredictable things can happen - plus you're likely to encounter "The Save Game Bug"

There's an additional confusion which people encounter with this "Header Classname"...

If you look at the BI config for any of their terrains - eg: Stratis, you'll notice that - in this initial opening class declaration, the classname used is "class A3_Map_Stratis", whereas, throughout the rest of the config, it's simply "class Stratis"

I make a lot of VBS2 terrains, and I've noticed that ALL the VBS terrains do this too! they're all "class VBS2_Map_NAME" - Just for this initial cfgPatches section, then throughout the rest of the config, they're just "class NAME".

I have no idea what this does, or if it's actually important... Maps seem to work without it, so I'm guessing it's an unnecessary complication which can be safely skipped???

I dunno...

It's not a big deal to have this very first classname use the "A3_Map" prefix and then skip it for the rest of the config, so I always include that in all my terrains, but I haven't seen it "break" anything if it's not there...

What you probably SHOULDN'T do though, is to arbitrarily have your "Tag" here, but not in the rest of the config...

line 55 - class Anapoli: CAWorld

(Yay! - back to the "proper" classname)...

Here's an "interesting" section starting at line 284, which could well be messing with clutter...

		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
};

Your Clutter Definitions, Keypoint definitions, plus two "Armoury" positions AND your "loading text" definitions are all embedded within class AmbientA3

That's seriously not correct and is very likely to mess things up... You should definitely move those parameters out of class AmbientA3 and let them stand on their own within the overall "class Anapoli: CAWorld" structure.

Something like this - starting from line 260...

		minTreesInForestSquare = 4;//??
	minRocksInRockSquare = 4;//??
	#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

And..... the rest of the config looks OK.

Try fixing the above stuff - re-export the .wrp - repack and see how it goes....

B

Edited by Bushlurker

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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"

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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:

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