arma:modeling:grass_tutorial
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| arma:modeling:grass_tutorial [2008/01/05 17:21] – typos snakeman | arma:modeling:grass_tutorial [2024/08/01 09:28] (current) – links added. snakeman | ||
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| Line 1: | Line 1: | ||
| - | ====== | + | ====== |
| - | **Grass Tutorial** | + | [[https:// |
| + | |||
| + | **ArmA 1** aka Armed Assault (ArmA) | ||
| + | |||
| + | **Grass Tutorial** | ||
| Create a little 3x3m grass block, something like this: | Create a little 3x3m grass block, something like this: | ||
| - | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
| 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 12: | Line 16: | ||
| shadow hybrid | shadow hybrid | ||
| </ | </ | ||
| - | |||
| Line 18: | 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: | ||
| - | < | + | < |
| class DefaultLighting; | class DefaultLighting; | ||
| class DefaultLighting_CA : DefaultLighting {}; | class DefaultLighting_CA : DefaultLighting {}; | ||
| Line 25: | Line 28: | ||
| ///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 = " | files = " | ||
| - | rough = 0.01; | + | rough = 0.01; |
| dust = 0.8; | dust = 0.8; | ||
| soundEnviron = " | soundEnviron = " | ||
| Line 84: | Line 87: | ||
| ///////// | ///////// | ||
| // | // | ||
| - | class CfgWorlds | + | class CfgWorlds |
| { | { | ||
| class DefaultClutter | class DefaultClutter | ||
| Line 141: | Line 144: | ||
| 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 | ||
| }; | }; | ||
| Line 177: | Line 180: | ||
| scaleMax = 1.0; | scaleMax = 1.0; | ||
| }; | }; | ||
| - | class grassdryLong: | + | class grassdryLong: |
| // see the first part, and find the corrispondence of these classes | // see the first part, and find the corrispondence of these classes | ||
| { | { | ||
| Line 272: | Line 275: | ||
| ====== Notes ====== | ====== Notes ====== | ||
| - | hope it will be a good explanation, | + | Hope it will be a good explanation, |
| - | + | ||
| - | Linker Split | + | |
arma/modeling/grass_tutorial.1199553706.txt.gz · Last modified: 2008/01/05 17:21 by snakeman
