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arma:terrain:ground_clutter [2011/08/02 04:54] – added layers.cfg info bit. snakemanarma:terrain:ground_clutter [2024/08/01 11:23] (current) – links added. snakeman
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-====== Ground Clutter ======+====== ArmA 1 Ground Clutter ====== 
 + 
 +[[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)
  
 Ground clutter is the small stones, grass, etc which is displayed on the ground around players position. Ground clutter is the small stones, grass, etc which is displayed on the ground around players position.
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 Clutter is defined in several files. Clutter is defined in several files.
  
-The layers.cfg is where you tell the engine what RGB value you wish to assign your clutter too it in the mask_lco.png file. Remember that each time you edit layers.cfg file, you need to import satellite map into Visitor 3 all over again.+The layers.cfg is where you tell the engine what RGB value you wish to assign your clutter too it in the mask_lco.png file. Remember that each time you edit layers.cfg file, you need to import satellite texture/mask into Visitor 3 all over again.
  
-Then the config.cpp is where what does most of the work, here you define the types of foilage as clutter class. It also tells the engine what class of clutter will lay on the texture you want. Then lastly it also allows you too specify how much clutter you want on a texture.+Then the config.cpp is where what does most of the work, here you define the types of foliage as clutter class. It also tells the engine what class of clutter will lay on the texture you want. Then lastly it also allows you too specify how much clutter you want on a texture.
  
 Example My layers.cfg: Example My layers.cfg:
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 In the last section you can see I have added quite a few objects to that ausforestclutter, and the probability tells the engine how much to lay. Once you understand how clutter works you can then have some fun experimenting with different textures colors etc. In the last section you can see I have added quite a few objects to that ausforestclutter, and the probability tells the engine how much to lay. Once you understand how clutter works you can then have some fun experimenting with different textures colors etc.
  
- 
-====== Notes ====== 
- 
-This was mostly written by Aussie in this [[http://forums.bistudio.com/showthread.php?t=72328|BIS forums topic]]. 
arma/terrain/ground_clutter.1312260898.txt.gz · Last modified: 2011/08/02 04:54 by snakeman

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