Привет всем. Решения своей проблемы не нашел. Хотя на мой взгляд все должно работать.
Суть проблемы: делаю остров, сделал конфиг. В игре никаких ошибок не вылетает. А травы не видать. Все текстуры, деревья, объекты есть. А травки нету.
Вот конфиг острова:
class CfgPatches
{
class Cotr
{
units[]={};
weapons[]={};
requiredVersion=0.1;
};
};
class CfgWorlds
{
class DefaultWorld
{
class DefaultClutter;
class GrassGeneral;
class Grid;
};
class CAWorld: DefaultWorld
{
};
class Cotr: CAWorld
{
access=3;
cutscenes[]=
{
"CotrIntro1"
};
description="Countryside of the Russia";
icon="";
worldName="\qwe\qwe.wrp";
pictureMap="";
pictureShot="";
plateFormat="SA$ - #####";
plateLetters="ABCDEGHIKLMNOPRSTVXZ";
longitude=-40.02;
latitude=-39.950001;
landGrid=40;
class Grid: Grid
{
offsetX=0;
offsetY=0;
class Zoom1
{
zoomMax=0.1;
format="XY";
formatX="Aa";
formatY="00";
stepX=200;
stepY=200;
};
class Zoom2
{
zoomMax=1e+030;
format="XY";
formatX="A";
formatY="0";
stepX=2000;
stepY=2000;
};
};
startTime="8:30";
startDate="07/06/2007";
startWeather=0.1;
startFog=0;
forecastWeather=0.30000001;
forecastFog=0;
seagullPos[]={1272.842,150,14034.962};
centerPosition[]={13200,8850,300};
ilsPosition[]={9240,10144,141};
ilsDirection[]={-1,0.079999998,0};
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 ReplaceObjects
{
};
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
};
clutterGrid=2;
clutterDist=55;
noDetailDist=40;
fullDetailDist=5;
minTreesInForestSquare=2;
minRocksInRockSquare=2;
class clutter
{
class GrassCrooked: DefaultClutter
{
model="qwe\plants\clutter\c_GrassCrooked.p3d";
affectedByWind=0.30000001;
swLighting=1;
scaleMin=0.75;
scaleMax=1;
};
class GrassTall: DefaulClutter
{
model="qwe\plants\clutter\c_GrassTall.p3d";
affectedByWind=0.60000001;
swLighting=1;
scaleMin=0.60000002;
scaleMax=1.1;
};
class GrassAutumn: DefaulClutter
{
model="qwe\plants\clutter\c_GrassAutumn_t.p3d";
affectedByWind=0.60000002;
swLighting=1;
scaleMin=0.60000002;
scaleMax=1.1;
};
};
class Subdivision
{
class Fractal
{
rougness=5;
maxRoad=0.02;
maxTrack=0.5;
maxSlopeFactor=0.050000001;
};
class WhiteNoise
{
rougness=2;
maxRoad=0.0099999998;
maxTrack=0.050000001;
maxSlopeFactor=0.0024999999;
};
minY=0;
minSlope=0.02;
};
class Ambient
{
class BigBirds
{
radius=300;
cost="((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
class Species
{
class Hawk
{
probability=0.2;
cost=1;
};
};
};
class Birds
{
radius=170;
cost="(1 - night) * ((1 + (8 * sea)) - (6 * rain))";
class Species
{
class Seagull
{
probability=0.2;
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;
};
};
};
};
};
};
class CfgWorldList
{
class Cotr
{
};
};
class CfgSurfaces
{
class Default
{
};
class cotrSurface: Default
{
access=2;
files="travajih_*";
character="cotrclutter";
soundEnviron="grass";
soundHit="soft_ground";
rough=0.11;
dust=0.1;
};
};
class CfgSurfaceCharacters
{
class cotrclutter
{
probability[]={0.7,0.2,0.1};
names[]={"c_GrassCrooked", "c_GrassTall", "c_GrassAutumn_t"};
};
};
class CfgMissions
{
class Cutscenes
{
class CotrIntro1
{
directory="qwe\data\scenes\intro.cotr";
};
};
};
Заранее спасибо за помощь!!












