Einzelnen Beitrag anzeigen
Alt 18.04.2016, 16:32   #1 (permalink)
Aik
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Registriert seit: 24.09.2013
Beiträge: 134
Standard Schattenbox auf eigener Insel

Moin,
ich habe das Problem das auf meiner ersten Insel an der ich gerade arbeite, eine große Schattenbox auf den Spieler gespawned wird.
Weiß jemand eine Lösung dafür?

Hier mal ein Bild:


Das gleiche gilt für Kameras wie hier im Eden:




Im BI Forum scheint jemand das gleiche Problem gehabt zu haben. Konnte aber noch keine Bilder nachreichen. Da dort aber das Forum rumspinnt, frage ich mal hier.

Hier noch meine config.cpp

HTML-Code:
#define _ARMA_

//Class config.bin{
class CfgPatches
{
 class adlerkistan
 {
  units[] = {"adlerkistan"};
  weapons[] = {};
  requiredVersion = 1.0;
  version = "30/07/2011";
  fileName = "adlerkistan.pbo";
  author = "daSh";
 };
};
class CfgWorlds
{
 class CAWorld;
 class Stratis: CAWorld
 {
  class Grid;
  class DefaultClutter;
 };
 class adlerkistan: Stratis
 {
  cutscenes[] = {};
  description = "adlerkistan";
  worldName = "adlerkistan\adlerkistan.wrp";
  startTime = "11:00";
  startDate = "05/03/2001";
  startWeather = 0.2;
  startFog = 0.0;
  forecastWeather = 0.6;
  forecastFog = 0.0;
  centerPosition[] = {2560,2560,500};
  seagullPos[] = {2560,2560,500};
  longitude = 65;
  latitude = -34;
  elevationOffset = 2000;
  envTexture = "A3\Data_f\env_land_ca.tga";
  minTreesInForestSquare = 2;
  minRocksInRockSquare = 2;
  newRoadsShape = "\adlerkistan\data\roads\roads.shp";
  ilsPosition[] = {1024,1024};
  ilsDirection[] = {0.5075,0.08,-0.8616};
  ilsTaxiIn[] = {};
  ilsTaxiOff[] = {};
  drawTaxiway = 0;
 class SecondaryAirports {};

class Sea
  {
   seaTexture = "a3\data_f\seatexture_co.paa";
   seaMaterial = "#water";
   shoreMaterial = "#shore";
   shoreFoamMaterial = "#shorefoam";
   shoreWetMaterial = "#shorewet";
   WaterMapScale = 20;
   WaterGrid = 50;
   MaxTide = 0;
   MaxWave = 0;
   SeaWaveXScale = "2.0/50";
   SeaWaveZScale = "1.0/50";
   SeaWaveHScale = 2.0;
   SeaWaveXDuration = 5000;
   SeaWaveZDuration = 10000;
  };


/*
 class OutsideTerrain
      {
        satellite = "jsp\abc_sample\Data\s_satout_co.paa";
        enableTerrainSynth = 1;
        class Layers
        {
          class Layer0
          {
            nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa";
            texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa";
          };
        };
      };
*/

  class Grid: Grid
  {
   offsetX = 0;
   offsetY = 5120;
   class Zoom1
   {
    zoomMax = 0.15;
    format = "XY";
    formatX = "000";
    formatY = "000";
    stepX = 100;
    stepY = -100;
   };
   class Zoom2
   {
    zoomMax = 0.85;
    format = "XY";
    formatX = "00";
    formatY = "00";
    stepX = 1000;
    stepY = -1000;
   };
   class Zoom3
   {
    zoomMax = 1e+030.0;
    format = "XY";
    formatX = "0";
    formatY = "0";
    stepX = 10000;
    stepY = -10000;
   };
  };
#include "cfgClutter.hpp"
		class Names
		{
			#include "adlerkistan.hpp"
		};
 };
};
class CfgWorldList
{
 class adlerkistan{};
};
class CfgMissions
{
 class Cutscenes
 {
 
 };
};


//SURFACES
#include "cfgSurfaces.hpp"
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