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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 private message]]
- +
-Linker Split  +
arma/modeling/grass_tutorial.1199553654.txt.gz · Last modified: 2008-01-05 17:20 by snakeman