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Thread: Arma forest generator

  1. #1

    Arma forest generator

    Arma forest generator - tool for generation areas of trees.

    Help:

    Main goal of this tool - generate trees-area with zones (like trees in real life):

    Tool support profiles - your custom preferences for different situations with trees generation. For example, profile for trees, profile for bushes, profile for grass, etc.
    Profile structure:
    Code:
    <?xml version="1.0"?>
    <Config>
        <Zones>
            <External Objects="\ca\sample_tree10;\ca\sample_tree11" />
            <Middle Objects="\ca\sample_tree20;\ca\sample_tree21" />
            <Internal Objects="\ca\sample_tree30;\ca\sample_tree31" />
        </Zones>
        <PlacementChance Value="0.4" />
        <MetersPerQuad Value="50.0" />
        <ObjectsPerQuad Value="15" />
    </Config>
    Order of xml-nodes not important.
    Nodes:
    • Zones/External: contains info about tree types on attribute "Objects", planted in external zone (look at forest schema). Each zone can have several types of trees, separated by ";".
    • Zones/Middle: contains info about tree types on attribute "Objects", planted in middle zone (look at forest schema).
    • Zones/Internal: contains info about tree types on attribute "Objects", planted in internal zone (look at forest schema).
    • MetersPerQuad: trees drops in quad-regions, with side "MetersPerQuad" meters long. Type - float. If you increase this parameter, you get more random distribution of trees on the quad area and tougher border, and vice versa.
    • ObjectsPerQuad: count of potential trees for each quad. Type - integer.
    • PlacementChance: chance of planting tree, in normalized form, from 0.0 (0%) to 1.0 (100%). Type - float.

    Tips:
    • I repeat, you can create many profiles with different types of objects (trees, bushes, grass, rocks) and fast generate objects for one input data.


    ok, about usage...
    1. Create in visitor Wp-objects on a border of your forest.
    2. Select this WP-s (order important).
    3. Export to txt-file.
    4. Run tool with params (Run without params for usage).
    5. Import created file to visitor.
    Links:
    v1.0.0.1
    v1.0.0.0

    Examples:


    Last edited by Leopotam; Apr 9 2010 at 04:55. Reason: v1.0.0.1

  2. #2
    CWR² Developer shezan74's Avatar
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    Nice, i'm working on something similar, based on user bitmap, but i'll try this tomorrow
    good work
    The only problem is you've "stolen" my software names for fence and now (but was not released too, so you was the first one) for this forest tool... i must invent something else now...

  3. #3
    Staff Sergeant Homer Johnston's Avatar
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    Then let's call them "Leo's Forest Generator" and "Shezan's Fence Generator"

    This tool is definitely a step in the right direction! I gave it a quick try and it seemed to work pretty good - definitely could be useful for roughing in the majority of a forest, then perhaps spending some time customizing around the edges a bit to blend things together...

    Cheers!
    Shack Tactical community member | www.dslyecxi.com

  4. #4
    shezan74, show me a patent on these names / trademarks or at least - copyright marks. And run my tools and read console output. Situation as with the Popov's radio and Marconi's radio.

    P.S. Your app - "Fence generator", my app - "Arma fence generator".
    Last edited by Leopotam; Apr 4 2010 at 04:25.

  5. #5
    CWR² Developer shezan74's Avatar
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    Quote Originally Posted by Leopotam View Post
    shezan74, show me a patent on these names / trademarks or at least - copyright marks. And run my tools and read console output. Situation as with the Popov's radio and Marconi's radio.

    P.S. Your app - "Fence generator", my app - "Arma fence generator".
    My post was only to avoid confusion into users. Anyway you can name your software also "shezan fence generator", it's not a problem for me.

    My tool was developed to solve my needs and released to allow everyone benefits from my work. Peoples will spend a lot of time in creating islands for us (and i think they doesn't have so much time to play into their creations). This is also a gift for them. No patent on this.

    Best

  6. #6
    Wow... there is really big progress in all of these "little heplers"

    But i wonder if it would be possible to put some or all of this generators together and give them a nice and handy gui.
    Maybe some Cooperation between you codingguys could end up in a very cool editing suite...

    but anyway... keep up the work

  7. #7
    Yep, GUI it would be cool )
    \"First to go, last to know... We will defend to the death our right to be missionformed\" © \"The Shorttimers\"

  8. #8
    Staff Sergeant ZeroG's Avatar
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    Tool suggestions

    Truly awesome! I have hope that with all of your masterminds help we can create a perfect community tool, to allow all these features mentioned in the "terrain" section of VBS2 VTK handbook.

    http://developer.vbs2.com/onlinehelp...ain_Manual.htm

    http://www.vbs2.com/media/docs/Visit...et_preview.pdf

    Leopotam, wouldn't it be possible to build sth similar like the "professional toolbox" shown above..at least for realistic maps?

    1. I'm thinking of a "sandwhich" idea, i.e. layers like one might know from photoshop or, as seen in the above, featured by VISITOR 4:

    1. Layer: heightmap by point data (i.e. the "import terrain via xyz" option, which is the only really helpful thing in Visitor 3 IMHO )
    2. Layer: vegetation by point/area data
    3. Layer: roads/fences/walls by line data
    4. Layer: buildings by point data

    You see, all the generator would need to feed on would be rather simple data. A lot of the needed data is available on the net for free and also can easily be created/converted by using Global mapper.

    All of these four layers would have to be at the same geographical coordinates and use the same projection ofc..but some mismatches in this surely could easily be fixed by shifting these things around, like in PS.

    2. Another idea would be to evolute the mask mapper, i.e. create a color mask out of a satellite pic, featuring the above mentioned 4 layers and let the generator then convert this color mask into 4 *.txt files, i.e. Visitor 3 readable format.

    I'm even definetly willing to donate for this, no fun. As long as it is cheaper than 420 EU for VBS2 PE, does almost the same work and furthermore saves something that is even more worth than money: lifetime and motivation!
    Last edited by ZeroG; Apr 4 2010 at 11:38.

  9. #9
    CWR² Developer shezan74's Avatar
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    I agree but we're using different technologies. It will be not so simple. Leo is using dos interfaces, homer is using arma and me graphic gui.
    Maybe a unique menu for leo tools can be useful

  10. #10

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