Author Topic: trees  (Read 2393 times)

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IllAssembly

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trees
« on: April 12, 2008, 12:53:52 am »
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« Last Edit: April 22, 2008, 01:04:41 pm by [TKC]MurdaFace »

ZOldDude

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Re: ```` , , , , land to water , , , , ' ' ' '
« Reply #1 on: April 12, 2008, 06:23:45 am »
any phrase or script that can increase a land vehicle with floating abilities ' speed? like the m113 bmp2 or aa7?

can u add the boat engine also to the config so when the car engine hits "floating" it uses the boat engine? or something? all amphibious landing craft are wayyyyyyyyy too slow in this game id like to change it. thnks
The generic speed hacks in the public d/l sevtion work well.

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IllAssembly

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Re: TREES lol
« Reply #2 on: April 14, 2008, 04:15:14 am »
""
« Last Edit: April 20, 2008, 10:38:18 am by [TKC]MurdaFace »

ZOldDude

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Re: TREES lol
« Reply #3 on: April 14, 2008, 12:32:28 pm »
Mmmmmm...you edited your first post (and the TOPIC) to make no sense with the original topic and I am lost trying to understand WTF your talking about/asking.
« Last Edit: April 14, 2008, 12:38:23 pm by ZOldDude »

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Frank P.

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Re: TREES lol
« Reply #4 on: April 14, 2008, 12:51:09 pm »
Mmmmmm...you edited your first post (and the TOPIC) to make no sense with the original topic and I am lost trying to understand WTF your talking about/asking.
He edited his post/topic so he didn't have to make another one (and/or spam the section). To answer your question, provided you can find the foliage files you can possibly change the file extension to make it comply with the current extension and then name replace (name replacing is easier since you don't have to redirect everything to point to the new set of trees).
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IllAssembly

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Re: TREES lol
« Reply #5 on: April 15, 2008, 10:21:23 am »
""
« Last Edit: April 20, 2008, 10:38:28 am by [TKC]MurdaFace »

Frank P.

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Re: TREES lol
« Reply #6 on: April 15, 2008, 11:14:26 am »
so where do i find the tree files...or what program should i find to look for them?
Well, you can probably find them manually. If not, try using Total Commander for searching in the files.
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IllAssembly

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::::: vegetation [clutter] :::::
« Reply #7 on: April 20, 2008, 10:37:08 am »
ok well ive done some searching, and ive found a temporary solution, i just need some help. someone successfully did this to Sahrani, i have a pic. too bad he wont reply.  you can edit the clutter settings of the map from the sara.pbo[?] so that the plants are larger scaled or scaled to be more cluttered. ive opened up sara.pbo and edited the clutter settings. no matter what i change, arma always crashes after i edit and re-pack the bi's sara.pbo. is it because of the config being a .bin and i change it to .cpp? ive tried binarizing it so the .cpp is then a.bin, but sometimes the sahrani map selection wont even show up or it crashes again? please help identify my error? example pic



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Re: ::::Vegetation [Clutter]::::
« Reply #8 on: April 20, 2008, 10:45:51 am »
ok well ive done some searching, and ive found a temporary solution, i just need some help. someone successfully did this to Sahrani, i have a pic. too bad he wont reply.  you can edit the clutter settings of the map from the sara.pbo[?] so that the plants are larger scaled or scaled to be more cluttered. ive opened up sara.pbo and edited the clutter settings. no matter what i change, arma always crashes after i edit and re-pack the bi's sara.pbo. is it because of the config being a .bin and i change it to .cpp? ive tried binarizing it so the .cpp is then a.bin, but sometimes the sahrani map selection wont even show up or it crashes again? please help identify my error? example pic



If problem is the file extensions then you can just rename the extension after the end of the file i.e if it's Tree.gif you can rename to Tree.jpg and in some cases it will still be viewable.
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IllAssembly

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Re: ::::Vegetation [Clutter]::::
« Reply #9 on: April 20, 2008, 11:05:28 am »
could u give it a try? un pbo sara.pbo and change the clutter settings in config.bin[convert to .cpp to edit, so do u need to pack it as .bin again? or does .cpp work for original bi addons?] theres like well look heres the script



class CfgPatches {

   class Sara {
      units = {"Sara"};
      weapons = {};
      requiredVersion = 0.100000;
      requiredAddons = {"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"};
   };
};
/*extern*/ class DefaultLighting;

class DefaultLighting_CA: DefaultLighting {
};

class CfgWorlds {

   class DefaultClutter {
      scaleMin = 0.900000;
      scaleMax = 1.200000;
   };
   /*extern*/ class DefaultWorld;

   class CAWorld: DefaultWorld {

      class Grid {
      };
   };

   class Sara: CAWorld {
      access = 3;
      cutscenes = {"SaraIntro1"};
      description = "Sahrani";
      icon = "";
      worldName = "\ca\sara\sara.wrp";
      pictureMap = "";
      pictureShot = "";
      plateFormat = "SA$ - #####";
      plateLetters = "ABCDEGHIKLMNOPRSTVXZ";
      longitude = -40.020000;
      latitude = -39.950001;
      landGrid = 40;

      class Grid: Grid {
         offsetX = 0;
         offsetY = 0;

         class Zoom1 {
            zoomMax = 0.100000;
            format = "XY";
            formatX = "Aa";
            formatY = "00";
            stepX = 200;
            stepY = 200;
         };

         class Zoom2 {
            zoomMax = 1000000015047466200000000000000.000000;
            format = "XY";
            formatX = "A";
            formatY = "0";
            stepX = 2000;
            stepY = 2000;
         };
      };
      startTime = "8:30";
      startDate = "07/06/2007";
      startWeather = 0.100000;
      startFog = 0.000000;
      forecastWeather = 0.300000;
      forecastFog = 0.000000;
      seagullPos = {1272.842041, 150.000000, 14034.961914};
      centerPosition = {13200, 8850, 300};
      ilsPosition = {9240, 10144, 141};
      ilsDirection = {-1, 0.080000, 0};
      ilsTaxiOff = {9800, 10144, 10200, 10144, 10358, 10144, 10375, 10134, 10384, 10116, 10384, 10050, 10375, 10032, 10358, 10022, 9820, 10022};
      ilsTaxiIn = {9820, 10022, 9271, 10022, 9254, 10032, 9245, 10050, 9245, 10116, 9254, 10134, 9271, 10144};
      drawTaxiway = 1;

      class SecondaryAirports {

         class SaraAirstrip1 {
            ilsPosition = {2545, 3000};
            ilsDirection = {0, 0.080000, 1};
            ilsTaxiIn = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};
            ilsTaxiOff = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};
            drawTaxiway = 0;
         };

         class SaraAirstrip2 {
            ilsPosition = {18640, 14512};
            ilsDirection = {-0.754709, 0.080000, 0.656059};
            ilsTaxiOff = {18887, 14299, 19135, 14084, 19220, 14011, 19272, 13968, 19281, 13941, 19271, 13928, 19252, 13928, 19195, 13977};
            ilsTaxiIn = {19195, 13977, 19189, 14029, 18676, 14478, 18644, 14478, 18627, 14492, 18626, 14507, 18643, 14511, 18663, 14492};
            drawTaxiway = 0;
         };

         class SaraAirstrip3 {
            ilsPosition = {18013, 18867};
            ilsDirection = {-0.207911, 0.080000, 0.978147};
            ilsTaxiOff = {18106, 18449, 18205, 17988, 18187, 17965, 18156, 17975, 18100, 18222};
            ilsTaxiIn = {18100, 18222, 18086, 18290, 18077, 18338, 18013, 18630, 17984, 18771, 18004, 18790, 18032, 18780};
            drawTaxiway = 1;
         };
      };

      class ReplaceObjects {
      };

      class Sounds {
         sounds = {};
      };

      class Animation {
         vehicles = {};
      };

      class Lighting: DefaultLighting {
      };
      clutterGrid = 1.110000;
      clutterDist = 55;
      noDetailDist = 40;
      fullDetailDist = 5;
      minTreesInForestSquare = 3;
      minRocksInRockSquare = 2;

      class clutter {

         class GrassGeneral: DefaultClutter {
            model = "ca\plants\clutter_grass_general.p3d";
            affectedByWind = 0.300000;
            swLighting = 1;
            scaleMin = 0.750000;
            scaleMax = 1.000000;
         };

         class GrassFlowers: GrassGeneral {
            model = "ca\plants\clutter_grass_flowers.p3d";
         };

         class GrassLong: GrassGeneral {
            model = "ca\plants\clutter_grass_long.p3d";
            affectedByWind = 0.600000;
            scaleMin = 1.600000;
            scaleMax = 2.100000;
         };

         class GrassSevenbeauty: GrassGeneral {
            model = "ca\plants\clutter_grass_sevenbaeuty.p3d";
            affectedByWind = 0.100000;
            scaleMin = 1.700000;
            scaleMax = 2.100000;
         };

         class GrassYellow: GrassGeneral {
            model = "ca\plants\clutter_grass_yellow.p3d";
            affectedByWind = 0.100000;
            scaleMin = 1.700000;
            scaleMax = 2.100000;
         };

         class GrassDesert: GrassGeneral {
            model = "ca\plants\clutter_grass_desert.p3d";
         };

         class ForestFern: GrassGeneral {
            model = "ca\plants\clutter_forest_fern.p3d";
            affectedByWind = 0.100000;
            scaleMin = 1.900000;
            scaleMax = 2.100000;
         };

         class SmallRocks: GrassGeneral {
            model = "ca\rocks\clutter_stone_small.p3d";
            affectedByWind = 0;
            scaleMin = 0.900000;
            scaleMax = 1.100000;
         };

         class FlowersColor: GrassGeneral {
            model = "ca\plants\clutter_smetanka.p3d";
         };

         class FlowersWhite: GrassGeneral {
            model = "ca\plants\clutter_white_flower.p3d";
         };

         class MushroomsHorcak: GrassGeneral {
            model = "ca\plants\clutter_horcak.p3d";
            affectedByWind = 0;
            scaleMin = 0.850000;
            scaleMax = 1.250000;
         };

         class MushroomsPrasivka: MushroomsHorcak {
            model = "ca\plants\clutter_prasivky.p3d";
         };

         class MushroomsBabka: MushroomsHorcak {
            model = "ca\plants\clutter_babka.p3d";
         };

         class MushroomsMuchomurka: MushroomsHorcak {
            model = "ca\plants\clutter_muchomurka.p3d";
         };
      };

      class Subdivision {

         class Fractal {
            rougness = 5;
            maxRoad = 0.020000;
            maxTrack = 0.500000;
            maxSlopeFactor = 0.050000;
         };

         class WhiteNoise {
            rougness = 2;
            maxRoad = 0.010000;
            maxTrack = 0.050000;
            maxSlopeFactor = 0.002500;
         };
         minY = 0.000000;
         minSlope = 0.020000;
      };

      class Ambient {

         class BigBirds {
            radius = 300;
            cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

            class Species {

               class Hawk {
                  probability = 0.200000;
                  cost = 1;
               };
            };
         };

         class Birds {
            radius = 170;
            cost = "(1 - night) * ((1 + (8 * sea)) - (6 * rain))";

            class Species {

               class Seagull {
                  probability = 0.200000;
                  cost = 1;
               };
            };
         };

         class BigInsects {
            radius = 20;
            cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

            class Species {

               class DragonFly {
                  probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";
                  cost = 1;
               };

               class ButterFly {
                  probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";
                  cost = 1;
               };
            };
         };

         class BigInsectsAquatic {
            radius = 20;
            cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

            class Species {

               class DragonFly {
                  probability = 1;
                  cost = 1;
               };
            };
         };

         class WindClutter {
            radius = 10;
            cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

            class Species {

               class FxWindGrass1 {
                  probability = "0.4 - 0.2 * hills - 0.2 * trees";
                  cost = 1;
               };

               class FxWindGrass2 {
                  probability = "0.4 - 0.2 * hills - 0.2 * trees";
                  cost = 1;
               };

               class FxWindRock1 {
                  probability = "0.4 * hills";
                  cost = 1;
               };

               class FxWindLeaf1 {
                  probability = "0.2 * trees";
                  cost = 1;
               };

               class FxWindLeaf2 {
                  probability = "0.1 * trees + 0.2";
                  cost = 1;
               };

               class FxWindLeaf3 {
                  probability = "0.1 * trees";
                  cost = 1;
               };
            };
         };

         class NoWindClutter {
            radius = 15;
            cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

            class Species {

               class FxWindPollen1 {
                  probability = 1;
                  cost = 1;
               };
            };
         };

         class SmallInsects {
            radius = 3;
            cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

            class Species {

               class HouseFly {
                  probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
                  cost = 1;
               };

               class HoneyBee {
                  probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
                  cost = 1;
               };

               class Mosquito {
                  probability = "(1 - deadBody) * (0.2 * forest)";
                  cost = 1;
               };
            };
         };

         class NightInsects {
            radius = 3;
            cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

            class Species {

               class Mosquito {
                  probability = 1;
                  cost = 1;
               };
            };
         };
      };


};




[sara.pbo]theres the config.bin that i converted to .cpp [most of it]to be viewed in Arma Edit. i then tried to edit the scale values to 1.0 larger than the original in the clutter regions. i tried deleting the original config.bin and packing the pbo with the config.cpp, and that didnt work. i also tried to use BINpbo and binarize the packing so its a pbo with the new .bin. arma crashed...how did the guy do it??

Frank P.

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Re: ::::Vegetation [Clutter]::::
« Reply #10 on: April 20, 2008, 12:41:35 pm »
I don't have ArmA on my hard drive :P I'm going to get it soon (I tried a while ago and well had difficulties) but it's gonna have to wait because I'm almost capped this month :P
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IllAssembly

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Re: ::::Vegetation [Clutter]::::
« Reply #11 on: April 20, 2008, 02:37:53 pm »
ok, i have successfully replaced all coniferous trees with tropical trees and adjusted the vegetation to be a little more realistic. ill get pics and upload the files tomorrow. thanks for the help! it is sick now......  :cigarr




« Last Edit: April 20, 2008, 03:31:53 pm by [TKC]MurdaFace »

Frank P.

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Re: ::::Vegetation [Clutter]::::
« Reply #12 on: April 20, 2008, 03:34:35 pm »
Sweet, good work man!
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Re: ::::Vegetation [Clutter]::::
« Reply #13 on: April 20, 2008, 08:28:02 pm »
that looks miles better than the 'golf course' but one question , do the ai actually see the grass or do they long distance kill as if it was still the golf course type grass ?
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IllAssembly

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Re: ::::Vegetation [Clutter]::::
« Reply #14 on: April 21, 2008, 03:17:43 am »
thanks! this is my first real deal arma mod! i think in the vanilla version the AI already can see through the vegetation?[because a mod was made to correct so they wouldnt?] but i havent gotten to play it really to find out, as ive been busy. i think because of that reason they will still cap your ass. if not, i will slim down the scale until they do cap your ass and the grass is still high. lol. but even on low settings tree model replacements still exist just not the tall shit.



ill have the files up ASAP sorry for delay just working out some bugs and testing it
« Last Edit: April 21, 2008, 12:48:26 pm by [TKC]MurdaFace »