Jump to content

Photo
- - - - -

World tools 1.0 released


  • Please log in to reply
64 replies to this topic

#1 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 15 May 2010 - 10:57

World tools 1.0 has been released on ArmaHolic (see link below)

Major features:
1) include a complete Fence Generator system for placing fences, walls and a lot of other kind of object.
2) new scripting language for creating macros. Macros can be used to automatically generate farms, houses with gardens, compounds, castles and every other thing you will need.
3) new forest generator tool, with support up to 256 mask colors, multiple different object placement on the same color with user customizable probabilty of placement (useful for bush, rocks, different tree types on the same area).

Posted Image

4) a complete manual (available on about-help menu) with scripting samples, complete program logic and usage explanations and a full help for scripting language.

Comments are well accepted to make program even better. Please promptly report any bug found there or via PM, due my plans are to release it on armaholic (if they agreed) on monday if no bug reports are received (or solved).

Special thanks goes to my clan -[TdC]-, to -[TdC]-Socrate.it for for supporting me and to Marco -[TdC]-Solo.it for initial idea.

Enjoy another small contribute to ArmA2 world.



Posted Image

Edited by shezan74, 17 May 2010 - 13:03.
download link updated


#2 Foxhound

Foxhound

    Retired Moderator

  • Members
  • 11209 posts

Posted 15 May 2010 - 22:01

Thanks for the release, those tools to improve the creation of maps really are a great piece of work, thank you for them :)


Release frontpaged on the Armaholic homepage.

Posted Image
World tools v1.0


Visit Armaholic.com | Visit Carriercommandaholic.com
Posted Image
Public FTP available, just check the Armaholic.com FAQ.

HMM........wonder what it is huh?

#3 jens198

jens198

    Staff Sergeant

  • Members
  • 327 posts

Posted 16 May 2010 - 07:26

Thanks for the release shezan74! Will test it this afternoon.

Jens

#4 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 16 May 2010 - 07:41

Thank you Foxhound :)

#5 jens198

jens198

    Staff Sergeant

  • Members
  • 327 posts

Posted 16 May 2010 - 08:32

Oh man, just did some tests with the forest generator. That's sooo easy and the results are fantastic!! Thanks a lot!

Jens

#6 --TdC--Rico.it

--TdC--Rico.it

    Private

  • Members
  • 10 posts

Posted 16 May 2010 - 10:31

Nice big work!!Mamma mia

#7 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 17 May 2010 - 16:32

New release of world tools. Thank you to all people that reported suggestions and small features/bugfixes.

This release will conclude my developments on this application, except for reported bugs and interesting features requests.

http://www.pisto.it/...rldtools1_1.zip

What's new:

Program interface:
- Small improvements and bugfix to user interface.

Forest placement:
- Some small optimizations on forest placement routines and User Interface

- New option on "Maximum obj per pixel". There is a new checkbox called "Randomize obj number". When program attempts to place forest objects in a pixel will make a dice roll from 1 to "maximum object per pixel" on the selected color.
By unchecking the option the program will not randomize object number anymore but use the maximum value. For the indicated number of attempts the program will attempt a placement following color placement probability.

- Objects with 0% will be not rescaled to match 100%, so will NOT be placed in any way. This way is useful to disable an object placement on a specified section without deleting it.

- Major speed up in image analisys on image with large palette (many optimizations has been done, but please take note that elaboration time will increase with color mask increasing). The program will work EVEN if you can't see any visual update. Threading and notifying the user interface resulted in a unuseful overhead of the application, so i avoided this. Program will automatically notify if something goes wrong.

- New context functions: Copy / Clone for objects behind a color mask

- New feature for mask with a lot of colors: Apply to nearby colors.
This feature will apply the currently selected object definitions to al nearby colors (in a predefined range)

Enjoy :)

#8 MadMardigan409

MadMardigan409

    Sergeant

  • Members
  • 118 posts

Posted 17 May 2010 - 17:38

Lookin nice man, I'll dig into this as soon as I can get the roads network on one of the islands placed.

Posted Image

Posted Image


#9 jens198

jens198

    Staff Sergeant

  • Members
  • 327 posts

Posted 18 May 2010 - 22:08

Ok, here I used the forest generator on a larger map (10km x 10km). I used a sat image from Google earth (reduced the number of colors down to 4) as mask-image for the generator. The area I choose has a lot of trees, so in the end Worldtool generated 1.6 mio single trees (wow).

I had some problems importing the exp file in a single process. Importing files with more than 200.000 objects in a single row always crashed V3.

So I split the file up into single files with about 200.000 trees each. That worked pretty good.

Well, it took me about two hours for the whole process. The result is simply stunning.

Posted Image

It would've taken me weeks to place this amount of objects by hand (basically impossible).

Thanks for this great tool!!

Jens

#10 granQ

granQ

    Sergeant Major

  • Members
  • 1940 posts

Posted 18 May 2010 - 22:34

wow awesome.. simply great. :)
My streaming Perhaps catch me working on some addons.
http://www.anrop.se Swedish ArmA community.

#11 mikebart

mikebart

    Gunnery Sergeant

  • Members
  • 437 posts

Posted 19 May 2010 - 02:42

this is brilliant shezan, although i have no idea how to import objects to visitor, I've tried importing the .exp file using the import objects script, it processes for a short time but then it rejects all the objects.

#12 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 19 May 2010 - 08:44

Your procedure was formally correct.
Rejection was due to the fact you must have the objects already loaded on Visitor 3 "Nature object definitions" and their NAMES must match with world tools "item type name"

Posted Image

In the above image:
1) open Nature Objects definitions in V3, add objects by getting them from your "ca" folder or other custom ones
2) the program automatically will give the current path and file name to the "object name".
You can change the object name as you like but you must be sure that this object name MATCHES (3) with the Item type name set on Object Management window in World Tools.

The Name must be freely customized for clarity purposes in V3, but this name must match the imported one (World Tools uses Item Type Name field to export objects).

If imported file doesn't have a reference in the Nature object definition names or Artificial object definition names the import script will fail (reject) all unkown objects.

Hope this was clear, if not i'll be glad to explain you again :)

#13 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 19 May 2010 - 11:52

Ok, here I used the forest generator on a larger map (10km x 10km). I used a sat image from Google earth (reduced the number of colors down to 4) as mask-image for the generator. The area I choose has a lot of trees, so in the end Worldtool generated 1.6 mio single trees (wow).

Posted Image


Great :)
I wonder how performance goes with 1.6 millions trees on a single map.

In case you have placed too much trees you can reduce them by acting on maximum objects per pixel and placement probability on single colors.

did you have an ingame screenshot of your results? will be very interesting!

#14 OldBear

OldBear

    Sergeant Major

  • Members
  • 1825 posts

Posted 20 May 2010 - 00:03

Your tool looks like a big improvement from MaskMapper, but could you tell me how you manage to get some randomization in tree placement so we can't get the vegetation grouping we have previously and also get less trees if needed.

@jens198 : The high tree number can be a real issue ... that why I have never finished my 1st Sbrodj ArmA map , more than a million trees and a beautiful but unplayable map ... . What is great here is that you can rebuild a vegetation cover on the spot ... not being depressed by 15 working days loss.
Posted Image

#15 mikebart

mikebart

    Gunnery Sergeant

  • Members
  • 437 posts

Posted 20 May 2010 - 00:47

Thanks alot for the picture shezan, very helpful, ill let you know how i get on, cheers!

#16 mikebart

mikebart

    Gunnery Sergeant

  • Members
  • 437 posts

Posted 20 May 2010 - 05:54

yep worked a charm, thanks Shezan, i pretty much got good results strait away and it was very easy to use, now ill replace all my vegetation using this tool, thanks again.

#17 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 20 May 2010 - 17:48

get less trees if needed.


To reduce number of placed object you must work on the "object per pixel" number that means the MAXIMUM ALLOWABLE OBJECTS that COULD BE PLACED in a pixel. If you have a world size of 10240 and a map of 512x512 each pixel is a 20x20 meters area. Setting 1 to this parameter is maybe a small value for a forest.

The second parameter is the COLOR PROBABILITY. If your area is too much populated by objects you must reduce color probability on this area.

The right combination between maximum allowable objects and color probability will help you find the correct mix between mask image size and object placement density.

How it works: (for dummies, very long :) )

Spoiler


---------- Post added at 07:39 PM ---------- Previous post was at 07:30 PM ----------

so we can't get the vegetation grouping we have previously and also get less trees if needed.


About grouping: define a color for a vegetation type:

for example:
green = a pinus forest
objects behind green color will be pinus and maybe some rocks.

light green = a betula forest
objects behind light green color will be betula and betula bushes, for example.

red = rocks
objects behind could be rocks, with a very low probability of appearance for COLOR PROBABILITY (10%?)

blue = grass field
objects behind could be sunflowers or other kind of fields, with very high density x sq/mt (high "max object placed per pixel" value) and high "hit" probability on the color itself.

Mixing your mask with your color elevation DEM will allow you to have a fine tuning on your object placement densities... a degradation from light green to dark green can be used, for example, for gradually changing forest density from high to low, and contaminating a betula forest with pinus when the height increases... There are 256 possible color combinations that could be used in the way you like :)

Let me know if you need more help :)

---------- Post added at 07:48 PM ---------- Previous post was at 07:39 PM ----------

Finally, this is my mask (reduced to 512x512 for showing purposes).
It's the merge between altitude mask and forest / vegetation mask

Posted Image

This image is not usable for my needs due to HIGH number of color variation (256) that will make the work too hard for me and will be reduced to 32 colors or so.

#18 jens198

jens198

    Staff Sergeant

  • Members
  • 327 posts

Posted 20 May 2010 - 19:10

Great :)
I wonder how performance goes with 1.6 millions trees on a single map.

In case you have placed too much trees you can reduce them by acting on maximum objects per pixel and placement probability on single colors.

did you have an ingame screenshot of your results? will be very interesting!


Well, performance is not a problem. I run ArmA2 on a QuadCore, GeForce 8800GT , Win7 and 4GB RAM. Viewdistance is 3700m. No stutter or anything.

Posted Image

Posted Image

Jens

#19 shezan74

shezan74

    CWR² Developer

  • Members
  • 436 posts

Posted 20 May 2010 - 20:14

Nice job :)

#20 CBFASI

CBFASI

    Master Sergeant

  • Members
  • 783 posts

Posted 21 May 2010 - 17:12

Very very very impressed, this just saved me days on a small map I am building!
CBF Ship Building Industry
Former leader of the now closed 1982: Flashpoint in the Falklands team
Permissions still required to use FLK models, all it takes is asking (via pm not a thread please)