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Hellfire

Trees in 3d editor

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Trees by default don't use configs, they are added as is in terrain editor, so answer is no.

What the guys did in that armaholic post was create config file to include vegetation inside normal cfgVehicles config by making new classes. This means clients will need to download and run that mod in order to see those trees... so answer again is no.

Some bushes might have classnames, haven't looked into it.  A2 supported spawning few vegetation objects out of box, but not trees.

 

edit: fixed some dumb shit I wrote. Better now.

Edited by raymix

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Something to bug BI for. Not sure why they wouldn't include all vegetation including trees in the editor anyways..

or you can bug epoch team to add those classnames :P

second post is literary a solution to this.

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or you can bug epoch team to add those classnames :P

second post is literary a solution to this.

I noticed on Altis Description.ext that this was added in the latest update
 

Rocks[] = 
{
"sharpstone_03_lc.p3d",
"sharpstone_02_lc.p3d",
"sharpstone_01_lc.p3d",
"sharpstone_02.p3d",
"sharpstone_03.p3d",
"sharprock_monolith.p3d",
"sharprock_apart.p3d",
"sharpstones_erosion.p3d",
"bluntstone_01_lc.p3d",
"bluntstone_02_lc.p3d",
"bluntstone_03_lc.p3d",
"bluntstones_erosion.p3d",
"bluntstone_01.p3d",
"bluntstone_03.p3d",
"sharprock_spike.p3d",
"sharprock_wallh.p3d",
"w_sharpstone_03.p3d",
"w_sharpstone_02.p3d",
"w_sharpstone_01.p3d",
"bluntrock_apart.p3d",
"bluntstone_02.p3d",
"bluntrock_monolith.p3d",
"bluntrock_wallh.p3d",
"sharprock_wallv.p3d",
"stonesharp_medium.p3d",
"stone_medium_f.p3d",
"stonesharp_big.p3d",
"stonesharp_small.p3d",
"small_stone_02_f.p3d",
"stone_small_f.p3d",
"stone_big_f.p3d",
"bluntrock_spike.p3d"
};
Trees[] = 
{
"t_ficusb1s_f.p3d",
"t_oleae1s_f.p3d",
"t_ficusb2s_f.p3d",
"t_broussonetiap1s_f.p3d",
"t_pinuss2s_f.p3d",
"t_pinuss2s_b_f.p3d",
"t_pinuss1s_f.p3d",
"t_oleae2s_f.p3d",
"i_house_big_01_v2_f.p3d",
"i_house_big_02_v1_f.p3d",
"i_addon_02_v1_f.p3d",
"t_fraxinusav2s_f.p3d",
"t_pinusp3s_f.p3d",
"t_poplar2f_dead_f.p3d",
"t_populusn3s_f.p3d",
"t_phoenixc1s_f.p3d"
};
Bushes[] = 
{
"b_ficusc2d_f.p3d",
"b_ficusc1s_f.p3d",
"b_neriumo2d_f.p3d",
"b_arundod2s_f.p3d",
"b_arundod3s_f.p3d",
"b_ficusc2s_f.p3d"
};
 

 
Does this mean that they can be added with an editor now? I have the urge to create another volcano. I'm also trying to keep our server core Epoch files only, as to make it easier for people to join without having to figure out what mods they have to download.
 
GrSOR4Rl.jpg
 
KGhE65Ql.jpg

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That just add's the objects p3d's so they can be harvested.

Indeed, you can reference an object by path to file or classname, but to create/spawn objects you still need classnames.

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or you can bug epoch team to add those classnames :P

second post is literary a solution to this.

Worth a shot...

 

Excuse me kind Epoch Mod'n Team, I know you have a lot on your plate, but would you be so kind as to give some boulders and foliage some classnames in a future update. 

(crosses fingers)

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