To make the lake I did something similar, I set the terrain contours in visitor to start at the level I wanted my lake, then exported the map as a 10240 texture, and imported into photoshop, then I croped around it to make a perfect 800x800 meter area (based on the pixels). Then I imported it into AutoCad and scaled it on top of a 800x800 meter square. Then traced over the contour with a polyline, imported into 3ds then into oxygen, it fit my terrain perfectly when I got back into visitor. but it is too big for the engine, so I will go back into AutoCad and cut it up and re-export it in pieces, hence the whole proxy test.
The reason I did not proxy it backwards as you mentioned, was because I wanted the repeating grid in the middle areas to be the same p3d and not separate ones for model efficiency leaving only the outer bounds where it meets the terrain as unique grids(it is about an 800m lake). I read that some entry would have to be made in config.cpp for the proxies to show, prolly the nonaivehicle one, but I think my syntax is in error for it, not sure how many parameters are required, when I bin it up, the game keeps saying missing this and that, so I add the parameters one at a time and rebin it and retest it to see what is really required, very time consuming.
Does the main p3d containing the proxies need to be called out in nonaivehicle or does the proxies themselves, or both. I have heard it several ways, and nothing works so far. I will try re-doing the test and leaving them all in one directory, though I was calling out their location under model=? allowing for a nice organized directory system.
I will try a simpler test with just one box and a proxy box next to it, and see if i can get the proxy to show up, I will use both the forward and reverse methods for the proxy creation, and cross my fingers.
With proxies aside for a moment, I tried the feature size param, but it did not work. Lets assume I have a mostly blank config.cpp, just an empty island, what is the minimum I would need to call out my feature that I wanted to assign the featuresize parameter to? Do I even need a master class or would the class below be sufficient. I listed what I have so far in the test, I labeled what I "think" the params are doing, though unsure of many.
class CfgVehicles area for things in the project, though does not have to be a vehicle
{
class BigFeature what that something is in the project
{
scope = 1; weather it shows in editor?
side = 3; who can use it, required but not needed for a lake
icon = "iconStaticObject"; Icon in editor I assume
nameSound = ""; No idea what this is
simulation = "alwaysshow"; controls visibility in some way?
picture = "pictureStaticObject"; perhaps something in the editor
model="\TestProject\ARC\BigFeature.p3d"; this one I know
sound = ""; what you hear when your are near it?
placement = ""; how it meets the terrain
ladders[] = {}; if it has ladders, and what they are (memory lod?)
vehicleClass = ""; if I was going to organize it in the editor as placeable object
displayName = ""; more editor oriented information
coefInside = 1; no idea what this is
coefInsideHeur = 0.25; even less of an idea
mapSize = 10; its icon on the map? or is this related to featuresize?
animated = false; whether its animated
accuracy = 1000; no idea
armor = ""; its health
destrType = "DestructNo"; how does it go boom.
damageResistance = ""; how does it resist going boom.
class DestructionEffects {}; more about the booming.
featuresize = 200; just added it in, no change to visibility though.
};
I have looked for a list of parameters and their descriptions similar to the above example but found nothing so far the closest is "Mondkalb's_Addon_Tutorial" where he describes the config.cpp and some parts, though a bit confusing.
Under project parameters in visitor, do I need to put anything for the objects directory or class config?
Archaine