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!!