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arma:modeling:grass_tutorial [2008/01/05 17:20] – created grass_tutorial initial page snakemanarma:modeling:grass_tutorial [2024/08/01 09:28] (current) – links added. snakeman
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-====== Object Model ======+====== ArmA 1 Grass Tutorial ======
  
-**Grass Tutorial** By Linker Split+[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA) 
 + 
 +**Grass Tutorial** by Linker Split
  
 Create a little 3x3m grass block, something like this: Create a little 3x3m grass block, something like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/grass_tutorial1.jpg }}+{{ https://pmc.editing.wiki/images/grass_tutorial1.jpg }}
  
 The model must only have some res LODs and Geometry LOD empty, with property names The model must only have some res LODs and Geometry LOD empty, with property names
Line 17: Line 21:
  
 Here I'll post an example of what should be to have your own clutters: Here I'll post an example of what should be to have your own clutters:
-<code>+<code cpp>
 class DefaultLighting; class DefaultLighting;
 class DefaultLighting_CA : DefaultLighting {}; class DefaultLighting_CA : DefaultLighting {};
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 ///the definition of my own ground textures\\\ ///the definition of my own ground textures\\\
 //+++++++++++++++++++++++++++\\ //+++++++++++++++++++++++++++\\
-class CfgSurfaces       +class CfgSurfaces
 { {
  class Default {};  class Default {};
  class water {};  class water {};
- class citysand : Default  + class citysand : Default 
-+ {
  access = ReadOnly;  access = ReadOnly;
  files = "citysand_*";  files = "citysand_*";
- rough = 0.01; + rough = 0.01;
  dust = 0.8;  dust = 0.8;
  soundEnviron = "road";  soundEnviron = "road";
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 /////////--island simple definition part--\\\\\\\\\ /////////--island simple definition part--\\\\\\\\\
 //+++++++++++++++++++++++++++\\ //+++++++++++++++++++++++++++\\
-class CfgWorlds +class CfgWorlds
 { {
  class DefaultClutter  class DefaultClutter
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  ilsPosition[] = {2545, 3000};  ilsPosition[] = {2545, 3000};
  ilsDirection[] = {0, 0.08, 1};  ilsDirection[] = {0, 0.08, 1};
- ilsTaxiIn[] = {  + ilsTaxiIn[] = { 
- 2495, 2725, 2495, 2850, 2508, 2860, 2508, + 2495, 2725, 2495, 2850, 2508, 2860, 2508,
  3000, 2520, 3010, 2545, 3000  3000, 2520, 3010, 2545, 3000
  };  };
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  scaleMax = 1.0;  scaleMax = 1.0;
  };  };
- class grassdryLong: GrassGeneral   //my first definition of grass clutters, + class grassdryLong: GrassGeneral   //my first definition of grass clutters,
  // see the first part, and find the corrispondence of these classes  // see the first part, and find the corrispondence of these classes
  {  {
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 </code> </code>
  
-Ok, let's take a look at our Mod config for Mogadishu in descending order: +Ok, let's take a look at our Mod config for Mogadishu in descending order:\\ 
-the first part has been dedicated to define my own ground textures, with my own names (city_dust.paa, grassdry.paa and so on) then I defined the class CfgSurfaceCharacters (where you can also change the probability that indicates the amount of objects placed) to add in a second part of the config my own clutters. +The first part has been dedicated to define my own ground textures, with my own names (city_dust.paa, grassdry.paa and so on) then I defined the class CfgSurfaceCharacters (where you can also change the probability that indicates the amount of objects placed) to add in a second part of the config my own clutters. 
-So, take a look at the Clutter class part of the config:+So, take a look at the Clutter class part of the config:\\
 There you will define your own models to be placed randomly all over the island. There you will define your own models to be placed randomly all over the island.
  
 ====== Notes ====== ====== Notes ======
  
-hope it will be a good explanation, for any problems, [[http://tactical.nekromantix.com/forum/privmsg.php?mode=post&u=2318|send a PM]]!  +Hope it will be a good explanation, for any problems, [[https://www.pmctactical.org/forum/privmsg.php?mode=post&u=2318|send Linker Split private message]].
- +
-Linker Split +
  
arma/modeling/grass_tutorial.1199553654.txt.gz · Last modified: 2008/01/05 17:20 by snakeman

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