[aps]gnat 28 Posted December 28, 2007 (edited) I'll start the ball rolling with the first. Edit Vertices Height v2.0.1 Expanded version of the original EditVerticesHeight.vis Download - UPDATED Edited February 10, 2012 by [APS]Gnat Share this post Link to post Share on other sites
Nicholas Bell 0 Posted December 28, 2007 Thanks! Looking forward to giving your script a try this weekend. Glad there are intelligent people like yourself who understand this stuff Share this post Link to post Share on other sites
shaki 0 Posted January 3, 2008 Visitor 3 Script RandomObjectPlacer v1.1.1 The script allow you to random place objects in selected area. Download Screenshot (Intencivity 50%) Share this post Link to post Share on other sites
Planck 1 Posted January 3, 2008 I tried this script (Visitor 3 Script RandomObjectPlacer v1.1). I selected an area that I wanted to put some trees in. I ran the script selected the tree I wanted and set the amount to 70% and only one tree was placed in the selected area all the others were placed outside the area completely in an area south-east of my selected area. I tried again with another object, the small runway lights, the very same thing happened here, nearly all the objects were not in the area I selected for them to be in. Always one object is placed in the centre of the area I have selected, all other objects are outside my area. Using lampazel as the object and 100% as the amount it places 10 lampazel models outside the area chosen and 1 lampazel in the middle of the area chosen. Planck Share this post Link to post Share on other sites
Master85 1 Posted May 13, 2008 (edited) Array 0.1 (for Visitor3) This script is for map-makers to place lines, fields, cubes, ... of objects. USE: Save your work, select one object and run the script. Don't use "UNDO" after running the script - otherwise Visitor3 may crash and/or data loss! (To prevent use by mistake:"Clean undo/redo data"). Script: Example: This script is a beta, it may contain bugs; use it on your own risk - save your work to prevent data loss, don't use "UNDO" after using the script! Download: Array 0.1 (beta) Feedback, ideas, bug-reports . Master85 btw: sry for my English Edited January 11, 2010 by Master85 link fixed Share this post Link to post Share on other sites
Nicholas Bell 0 Posted May 13, 2008 Thanks for sharing! Will give a try. Share this post Link to post Share on other sites
-IC-Wedge 0 Posted May 14, 2008 Good job mate. Just a suggestion it would probably be a good idea if we all put heads together and worked out what kind of scripts we really need. Just a thought Wedge Share this post Link to post Share on other sites
dmarkwick 261 Posted May 14, 2008 Wedge @ May 14 2008,10:38)]Good job mate.Just a suggestion it would probably be a good idea if we all put heads together and worked out what kind of scripts we really need. Just a thought Wedge Yeah good idea. I need a random object placer (cannot get the above script to work) that is capable of some amount of terrain-driven variance (like slope) and also something similar to Avenue but can take several objects and have irregular spacings. Another script that might be nice is one that can lay out a tightly spaced selection of objects along a line. So for example you can have a couple of hedge-type plants very tightly spaced and also a few larger trees in there as well. Bingo instant treeline. Share this post Link to post Share on other sites
bravo 6 0 Posted October 19, 2008 can someone point me out a script that when selected a network road already placed in the map, changes the terrain to an desired altitude with small differences in altitude, ie, Â randomly. edit: The idea is to do this different elevation to make the terrain as more natural as possible.. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted October 20, 2008 Bravo 6 - Not sure about what you mean by selecting a road to introduce random height variations, given you want to smooth roads. Â Although you probably already know this - no insult intended - [APS] Gnat's Edit Vertices Height v2.0.1 at the top of this thread does the random height modifier, among other things. Â I usually use a .67 setting with Add/Subtract Random Value. Â You have to select areas using F5. An excellent script. Share this post Link to post Share on other sites
bravo 6 0 Posted October 20, 2008 The idea is not to select the terrain and change it, but change the terrain selecting the road it self. Ie, is to do something like the 'smooth roads' script does (when selecting roads) but instead to make the road completely flat, would be nice to be able to make the road smooth but also with some small random values in the terrain altitude. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted October 21, 2008 Well, I can never get the roads quite smooth enough! A work around might be to use the random height script on the areas around the road, and then smooth the roads minimally. The higher the value one puts in the road smoothing script, the less smoothing applied. Share this post Link to post Share on other sites
bravo 6 0 Posted October 23, 2008 We have the smooth roads script, in fact the slope=1 option can make it fair but it won't give high to the respective terrain. So, can't a script like the smooth roads also add 3m high to the terrain exactly where the road is located? Share this post Link to post Share on other sites
scars09 9 Posted October 23, 2008 Quote[/b] ]Just a suggestion it would probably be a good idea if we all put heads together and worked out what kind of scripts we really need.Just a thought a smooth script for terrain vertices as allready mentioned for roads and stuff. a object selection script (kind of object, min/max elevation, size, direction) Share this post Link to post Share on other sites
Gamerz 10 Posted June 30, 2011 Can you release your scripts again gentlemen ? Download link doesn't work actually. Share this post Link to post Share on other sites
icebreakr 3157 Posted July 1, 2011 Thanks Gnat. Is there an option that would smooth out the marked part of the terrain from highest point to the lowest, without abrupt height differences in between? Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted February 8, 2012 download link of first post is down due to multiupload being closed... Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 10, 2012 Fixed @IceBreakr Sorry, only saw now. No, haven't explored that Share this post Link to post Share on other sites
Robster 11 Posted February 13, 2012 @ IceBreakr: For smooth roads there is a formal way... http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:roads For sat grids lower than 4 meters and many tiny slopes I used PS (illustrator might do the job too)... basically, I have exported that EMF vector with scale 1:1 matching the size of height map and then I've applied that as an overlay with some gaussian blur to get the terrain smooth enough for the road network... after some test you may get outstanding results... and this unorthodox method works for making those sort of trenches besides roads if you change border colors in your exported road layer... cheerio! Share this post Link to post Share on other sites