ArmA 3 Class Clutter
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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