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arma:modeling:grass_tutorial [2008-01-05 17:20] snakeman created grass_tutorial initial page |
arma:modeling:grass_tutorial [2017-10-06 21:23] (current) snakeman http to https switch. |
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Create a little 3x3m grass block, something like this: | Create a little 3x3m grass block, something like this: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/grass_tutorial1.jpg }} | + | {{ https://pmc.editing.wiki/images/grass_tutorial1.jpg }} |
The model must only have some res LODs and Geometry LOD empty, with property names | The model must only have some res LODs and Geometry LOD empty, with property names | ||
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Here I'll post an example of what should be to have your own clutters: | Here I'll post an example of what should be to have your own clutters: | ||
- | <code> | + | <code cpp> |
class DefaultLighting; | class DefaultLighting; | ||
class DefaultLighting_CA : DefaultLighting {}; | class DefaultLighting_CA : DefaultLighting {}; | ||
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///the definition of my own ground textures\\\ | ///the definition of my own ground textures\\\ | ||
//+++++++++++++++++++++++++++\\ | //+++++++++++++++++++++++++++\\ | ||
- | class CfgSurfaces | + | class CfgSurfaces |
{ | { | ||
class Default {}; | class Default {}; | ||
class water {}; | class water {}; | ||
- | class citysand : Default | + | class citysand : Default |
- | { | + | { |
access = ReadOnly; | access = ReadOnly; | ||
files = "citysand_*"; | files = "citysand_*"; | ||
- | rough = 0.01; | + | rough = 0.01; |
dust = 0.8; | dust = 0.8; | ||
soundEnviron = "road"; | soundEnviron = "road"; | ||
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/////////--island simple definition part--\\\\\\\\\ | /////////--island simple definition part--\\\\\\\\\ | ||
//+++++++++++++++++++++++++++\\ | //+++++++++++++++++++++++++++\\ | ||
- | class CfgWorlds | + | class CfgWorlds |
{ | { | ||
class DefaultClutter | class DefaultClutter | ||
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ilsPosition[] = {2545, 3000}; | ilsPosition[] = {2545, 3000}; | ||
ilsDirection[] = {0, 0.08, 1}; | ilsDirection[] = {0, 0.08, 1}; | ||
- | ilsTaxiIn[] = { | + | ilsTaxiIn[] = { |
- | 2495, 2725, 2495, 2850, 2508, 2860, 2508, | + | 2495, 2725, 2495, 2850, 2508, 2860, 2508, |
3000, 2520, 3010, 2545, 3000 | 3000, 2520, 3010, 2545, 3000 | ||
}; | }; | ||
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scaleMax = 1.0; | scaleMax = 1.0; | ||
}; | }; | ||
- | class grassdryLong: GrassGeneral //my first definition of grass clutters, | + | class grassdryLong: GrassGeneral //my first definition of grass clutters, |
// see the first part, and find the corrispondence of these classes | // see the first part, and find the corrispondence of these classes | ||
{ | { | ||
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</code> | </code> | ||
- | Ok, let's take a look at our Mod config for Mogadishu in descending order: | + | Ok, let's take a look at our Mod config for Mogadishu in descending order:\\ |
- | the first part has been dedicated to define my own ground textures, with my own names (city_dust.paa, grassdry.paa and so on) then I defined the class CfgSurfaceCharacters (where you can also change the probability that indicates the amount of objects placed) to add in a second part of the config my own clutters. | + | The first part has been dedicated to define my own ground textures, with my own names (city_dust.paa, grassdry.paa and so on) then I defined the class CfgSurfaceCharacters (where you can also change the probability that indicates the amount of objects placed) to add in a second part of the config my own clutters. |
- | So, take a look at the Clutter class part of the config: | + | So, take a look at the Clutter class part of the config:\\ |
There you will define your own models to be placed randomly all over the island. | There you will define your own models to be placed randomly all over the island. | ||
====== Notes ====== | ====== Notes ====== | ||
- | hope it will be a good explanation, for any problems, [[http://tactical.nekromantix.com/forum/privmsg.php?mode=post&u=2318|send a PM]]! | + | hope it will be a good explanation, for any problems, [[https://www.pmctactical.org/forum/privmsg.php?mode=post&u=2318|send Linker Split a private message]] |
- | + | ||
- | Linker Split | + |