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Thread: World tools 1.0 released

  1. #21
    It's awesome how far you arrived!!!

  2. #22
    CWR² Developer shezan74's Avatar
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    World Tools 1.2 has been released. Foxhound has promptly updated the page on ArmaHolic (grazie FoxHound )

    http://www.armaholic.com/page.php?id=10509

    This version is much bigger, due the availability of a lot of walls, fences and other objects pre-loaded on it (with images).

    What's new:

    Version 1.2

    · Forest placement percentages rescaled to include decimal values, for a more accurate placement of sparse objects. Now is possible to have a 0.1% probability of placement for an object.
    · Some optimizations in forest calculations.
    · Added a new summary output page with support for separate (smaller) object files.
    · Number of forest generated objects are now shown on per-type basis on result page, to allow user to fine tuning projects.
    · Small optimizations on error management.
    · Random placed forests are not saved on the project file anymore (much smaller project file size). (my project changed from 70 to 18 mb)
    · Greatly increased number of template objects available.
    · Help now covers the Visitor3 import function.

    Enjoy

  3. #23
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    thanks shezan, some nice new features in this version, will test it out soon.

  4. #24
    CWR² Developer shezan74's Avatar
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    Some screenshots from Spritz Island. Everything you see has been automatically generated by world tools forest function.







    In the next days i will post some screenshots of the fence and scripting section.

  5. #25
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    looks nice shezan,
    do you think you could render the results of tree/object placement as a black and white image to be blured and multiplied over the islands _sat image in Photoshop?, for some ambient shadow under the trees

    I used the tree generator for the tussock and the rocks, but i placed the trees by hand, its doing a great job.


  6. #26
    CWR² Developer shezan74's Avatar
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    If you mean a black square with a dot for every tree placed yes, it's already on the program but deactivated.
    My only problem is to have big images (more than 5120px) due library limitations, but i can try with some third party libs if you don't need a preview.
    Is that you need?

  7. #27
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    yeah it would defintly help to have it the same size in pixels as the _sat/_mask image, I've already done this for my island from screen capturing visitor and pasting it in photoshop, I'd hate to have to do that for a larger terrain though

    ---------- Post added at 07:07 AM ---------- Previous post was at 06:46 AM ----------

    it would be useful if you could adjust how many pixels would go into one object aswell

  8. #28
    CWR² Developer shezan74's Avatar
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    Quote Originally Posted by mikebart View Post
    it would be useful if you could adjust how many pixels would go into one object aswell
    This will not be a problem. if size is > 2x2 you can also specify the shape: circle or square with required radius. Maybe circle?
    But i still don't understand what is your need... shadows are already generated by objects as far as i know...

  9. #29
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    Sounds good.

    Shadows disapear over a distance, and quite often you end up with too much light underneath the forests, consider it like baking an ambient occlusion map of all the terrain objects.

    I think the same was done on podagorsk, but ill try and post up some screens of what i mean tonight
    .

  10. #30
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    this is the result from screen grabbing visitor and selecting the colour ranges of vegetation and applying a blur filter in photoshop,

    probably a bit intense in these shots but the effect is noticeable i think.



    Its really just another useful piece of information to add to the _sat image and might have other uses but in this case Ive multiplied it over the forest parts of the _sat.

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