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arma3:terrain:clutter [2017-10-08 14:09] snakeman created initial page. |
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- | ====== ArmA 3 Clutter ====== | ||
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- | 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. | ||
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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 config.cpp which actually controls what clutter models in what density is placed on which terrain types. | ||
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- | See also [[cfgSurfaces]] and [[cfgSurfaceCharacters]]. | ||
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====== Class Clutter ====== | ====== Class Clutter ====== | ||
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class clutter | class clutter | ||
{ | { | ||
- | class YourClutterName: DefaultClutter | + | class tag_YourClutterName: DefaultClutter |
{ | { | ||
// Determines the affection of the clutter to the wind (0 - stone, 1 - common grass) | // Determines the affection of the clutter to the wind (0 - stone, 1 - common grass) | ||
affectedByWind = 0; | affectedByWind = 0; | ||
// Path to your clutter model | // Path to your clutter model | ||
- | model = "path\to\your\clutter.p3d"; | + | model = "path\to\your\tag_clutter.p3d"; |
// If colored by the ground, desired color relative to the ground | // If colored by the ground, desired color relative to the ground | ||
relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs | relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs |