arma3:terrain:clutter
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arma3:terrain:clutter [2017/10/08 14:15] – added tag. snakeman | arma3:terrain:clutter [2024/08/02 17:16] (current) – links added. snakeman | ||
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- | ====== ArmA 3 Clutter ====== | + | ====== ArmA 3 Class Clutter ====== |
- | Clutter is the randomly placed small vegetation like grass, etc that is not part of the terrain (WRP). Rather, it is defined by the underlying texture, which in turn is mapped to the terrain by the texture mask and Layers.cfg. To define clutter you first need to have your ground textures setup. | + | [[https:// |
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- | ====== Overview ====== | + | |
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- | Major differences between objects and clutter is that AI is aware of object, they are not aware of clutter. Its basically all eye candy for human player. Clutter does not have working geometry so bullets, vehicles, players, AI etc can pass through them easily. Clutter objects must be small so the passing through doesnt look silly. | + | |
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- | Clutter is first setup at [[layers.cfg]] file, then its specified on the terrain | + | |
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- | See also [[cfgSurfaces]] and [[cfgSurfaceCharacters]]. | + | |
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- | ====== Class Clutter ====== | + | |
Class clutter is a config.cpp entry which must be located in cfgWorlds/ | Class clutter is a config.cpp entry which must be located in cfgWorlds/ | ||
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noDetailDist = 50; //value used by Tanoa | noDetailDist = 50; //value used by Tanoa | ||
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arma3/terrain/clutter.1507472159.txt.gz · Last modified: 2017/10/08 14:15 by snakeman