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arma:modeling:grass_tutorial [2008/01/05 17:21] – typos 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
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 shadow hybrid shadow hybrid
 </code> </code>
- 
  
  
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 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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 ====== 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.1199553706.txt.gz · Last modified: 2008/01/05 17:21 by snakeman

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