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mcnools

Align object/multiple objects to terrain?

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I couldn't find any info on this, so my guess is that it's not possible. Anyway, as some people might know I'm working on a map. I've now encountred a problem with the roots of bushes sticking out of the ground when it's sloping too much. This is rather annoyign since there are some slopes that really need some shrubs on them. I was just wondering if it's possible to make them snap to the terrain somehow, angling along the terrain as objects do in the ingame editor. Preferably doing this to many objects at the same time (since I already placed quite a few objects that stick out of the ground like that).

If that's not possible, is it possible to lower the elevation (Elevation relative to surface, which you can set for individial objects) for multiple objects at the same time? I don't feel too keen on doing this for about hundred objects one at a time. (Ah, selecting them, holding down the right mouse button and pressing page up and down works, is there any way to make this less sensitive though? It feels like it lowers the objects way to much with just a quick key-press, is there a page which lists all the buldozer-controls? googling visitor 3 buldozer controls didn't help, all controls I know of so far I heard of a little here and there, would be interesting to see if I'm missing any useful controls)

Edited by McNools

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I couldn't find any info on this, so my guess is that it's not possible. Anyway, as some people might know I'm working on a map. I've now encountred a problem with the roots of bushes sticking out of the ground when it's sloping too much. This is rather annoyign since there are some slopes that really need some shrubs on them. I was just wondering if it's possible to make them snap to the terrain somehow, angling along the terrain as objects do in the ingame editor. Preferably doing this to many objects at the same time (since I already placed quite a few objects that stick out of the ground like that).

If that's not possible, is it possible to lower the elevation (Elevation relative to surface, which you can set for individial objects) for multiple objects at the same time? I don't feel too keen on doing this for about hundred objects one at a time. (Ah, selecting them, holding down the right mouse button and pressing page up and down works, is there any way to make this less sensitive though? It feels like it lowers the objects way to much with just a quick key-press, is there a page which lists all the buldozer-controls? googling visitor 3 buldozer controls didn't help, all controls I know of so far I heard of a little here and there, would be interesting to see if I'm missing any useful controls)

I'm not sure if this is true but I think zoom matters. I think the more you're zoomed in the greater control you have over the elevation, movement, and rotation of objects. It has always seemed that way to me anyway.

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Okay, it seems pretty much ALL bushes of the b_amygdalusn1s_ep1 and b_pistacial1s_ep1 have this problem, and they're sticking out even on just slight slopes, which I've just noticed after placing about.. 1000 of them.

Is there any way to make them align to the terrain like the rocks do? or am I screwed?

Edit: Okay, looking at the CA map the same problem seems to be there. Is it the same for everyone? Have I just not noticed before? or have I messed my installation up somehow? :S

Also, the page up/page down controls for raising/loweving the objects is extremely sensitive even up close, practically impossible to use. Is there any way to edit ALL objects of a type to lower them a specific height? or make them align? please tell me there is. :(

Edited by McNools

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I'm fairly sure it is always like that. It has been that way in pretty much every game I think. I remember I had problems with the Akat(??) trees in OFP: Resistance.

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I wonder why that is, I mean, the rock-objects and others seem to align to the terrain quite good, and objects placed ingame aswell, hm.

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I think if you made the plants that way they may get distorted too much or something or they would be growing in unrealistic directions like nearly 90 degrees out in some situations.

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I guess the most annoying part is that it seems it happens even on slight elevations here and there. Although it's not that noticeable unless your'e lying down or looking closely. They could also have solved it by just giving the plants longer roots, but oh well!

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I guess the most annoying part is that it seems it happens even on slight elevations here and there. Although it's not that noticeable unless your'e lying down or looking closely. They could also have solved it by just giving the plants longer roots, but oh well!

That is one of those things that has kind of bugged me for a while. In OFP there buildings didn't have much underneath the parts you normally saw so you couldn't put buildings on the sides of hills very well. They did the same with trees and bushes too. Most people don't notice it either. You could always sink them a bit though. Would take a bit of effort but you can.

Additionally, I am relatively new to the possibilities in ArmA II with the terrain so maybe there is a way that someone with more experience than me knows.

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so, even in Takistan in some places you can see those bushes with roots in the air.

if it is too bad, best replacement for other bushes that look good and ready.

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@McNools:

I had those same questions and still haven't found an answer...

A tip: To avoid placing those bushes or trees where they might look a bit ugly you may use Wilbur:

Select -> From terrain -> Flat areas...

and then enter allowed variance in degrees (0.125 by default)

With this selection already made you can make a mask: Just assign the same value over selection using anything that suits you, i.e., you may use some Filter just like "Height clip" or Fill/Replace, etc, and then export that image as bmp texture to be used in World Tools...

This way you will make a selection of those flat areas where you can place your trees or bushes, avoiding heavy slopes...

BTW your project is looking good, Mini showed to me some very realistic photos, they look beautiful! dada

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Thanks for the advice! It seems the b_amygdalusn1s_ep1-bushes are the worst, they need a completely flat surface to work, the other bushes work much better even though the b_pistacial1s_ep1 sometime stick out a little on more extreme slopes. but usually at least some part of it touches the ground, so one could imagine that it's just been uprooted a little by the wind or landslides or so on, haha. :)

And thanks for the compliment! Your (you and Mini) map is amazing!

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It's probably because those 2 models you mention use 'placement=slopelandcontact' in the GeoLoD. And they have a defined LandContact LoD.

The placement property in conjunction with the LandContact LoD should mean the model sticks to the 'slope' of the ground though so there maybe an issue there in the game engine for the dev's to look at.

All the 'bush' type models from plants2.pbo don't have this GeoLoD property or a LandContact LoD so I'd guess that's the problem.

My only suggestion would be to create your own bush type models and set them up in a similar manner to the plants2 ones. ie. Not use the placement property & not have a LandContact LoD.

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Alternatively you can write a Visitor3 script that moves all objects of a certain kind by a specified offset.

The present Visitor3 scripts should provide you with enough reference code to write such a script. I'll have to go digging through my files, maybe I can find the script I wrote when I faced a similar problem.

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Yeah! There is an included script dealing with set absolute height, but it could be modified to add/substract some fixed/relative value in Y axis...

Initially, you could use select objects to prepare a selection over those out-of-place bushes...

Anyhow, I do not know how to make something like that, since I'm not a coder, but I made a little mod in avenue script just to get electric poles not to face roads, so I turn them 90 degree on x axys as you may see them next to raods in clafghan, so it shouldn't be impossible to do...

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Would it be possible to change the maximum size of all objects of a certain type aswell? I'm asking since I believe I've made the maximum size of pine-bushes a little too large, but I'm not going to be bothered resizing a couple of thousand bushes manually, haha. :)

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Welcome aboard!!!! Dear McNools, you are dealing with all those things that make our mapper lives a bit difficult and everyone has been asking once with not much success...

Besides you can't export objects size, you only can alter this basic setting manually, so I can tell you about this "semi-automatic" procedure to help you somehow:

1) You can make a selection of that specfic object using "SelectObjects.vis" script and then export it as an .exp or .vis file, or whatever extension you want... it shall be a text file anyway, which can be viewed/edited on notepad (i also recommend notepad++)

2) Once you exported those objects you may delete them from your pew...

WARNING: Just to be sure that everything will work fine, I suggest to you to make a backup of your pew just in case you mess up with anything, making an undoable mistake. Thus, making a backup you wouldn't lost any former work...

3) Then you can change that specific object size parameter... in this case, go to "Tools" -> "Nature objects..." look for your specific object in the diisplaying list, select it and apply changes by putting a ticket in "Randomize size" located in "Randomize objects" section (it's pretty obvious, but also put a ticket here)... there you can adjust your size with some values that suit your taste...

4) Reimport your .vis, .exp o whatever like text file containing the table of positions regarding your specific object...

5) And there you go, you should launch buldozer to see your new reimported objects with updated size...

Hope this helps.

Also, I remember that Mikero told me that you could work directly over objects size dealing with some tables or database... but I really can't remember well what exactly was he talking about... just check for his wise comments at skype channels...

Cheers!

Edited by Robster

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Thanks mate! I'll have a look at that later today :) Hope it works!

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