====== ArmA 3 Class Clutter ====== [[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]] Class clutter is a config.cpp entry which must be located in cfgWorlds/tag_MyAddon/ class. **Example class clutter** class clutter { class tag_YourClutterName: DefaultClutter { // Determines the affection of the clutter to the wind (0 - stone, 1 - common grass) affectedByWind = 0; // Path to your clutter model model = "path\to\your\tag_clutter.p3d"; // If colored by the ground, desired color relative to the ground relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs // Maximal scale for random clutter scaling scaleMax = 1.0; // Minimal scale for random clutter scaling scaleMin = 0.5; // Use default lighting (0 = disable, 1 = enable). This should be enabled if your clutter uses the "Grass" pixel or vertex shader, otherwise it should be disabled swLighting = 1; }; }; ====== cfgWorlds/tag_MyAddon/ ====== Config.cpp entries for cfgWorlds/tag_MyAddon/ Float: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more) clutterColoringFarCoef = "5.0f"; //value used by Tanoa Float: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.) clutterColoringFarSpeed = "2.0f"; //value used by Tanoa Float: Distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef clutterColoringFarStart = "20.0f"; //value used by Tanoa Integer: How far clutter is visible clutterDist = 100; //value used by Tanoa Integer: Controls density of clutters (size of square where single clutter is present) clutterGrid = 0.8; //value used by Tanoa Integer: Maximal size of clutters (for clipping) clutterRadius = 1; //value used by Tanoa Float: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius) clutterRoadwayCheckRadiusCoef = "0.8f"; //value used by Tanoa Float: Distance where ground detail texture is fully visible (begin fading out) fullDetailDist = 5; //value used by Tanoa Integer: Where ground detail texture is no longer visible (end fading out) noDetailDist = 50; //value used by Tanoa