DrunkenTigerSleepingDragon
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Everything posted by DrunkenTigerSleepingDragon
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Importing Shapefile for Forest
DrunkenTigerSleepingDragon replied to コーリー ちょうネクタイ レイ's topic in Arma Reforger - Terrain Creation
Here is the link to where i found this! The Atlas 2: Arma Reforger (WIP) https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit?tab=t.0 Import Shapes with Forest Generators This section explains how to import polygons so that they get a forest generator applied to them on import. It is mostly useful for importing shapefiles from Arma 3 terrains or vector data of real world locations. Save your work In order for this method to work, each shape in your shapefile requires an attribute that defines which type of forest it is. The only setup I have tested so far is the attribute of ID with each value being a number. It’s possible other values will work but this tutorial is going to use that setup. I recommend using QGIS to add the ID attribute and a value. Go to your project directory and create a folder called forests inside of it Save or copy your .shp (along with .shx, .prj, and .dbf) file into the yourProject\forests folder Go to the Import Shapefile button in the top toolbar The SHP Path field is a path to your shapefile. Press the “..” button. In the Choose m_sSHPPath (shp files) window, select your shapefile Press OK If your shapefile was made for Arma 3 or from GTT, you will want to add an X offset value of -200000. If your shapefile is from a different source, for example OSM data you downloaded, you will need to find the offset to use. If for example your shapefile is a square that covers your whole terrain and the coordinate of the bottom left vertex is 251,267 then your offset would be X: -251 and Z: -267. Make sure Random Yaw is selected In the ID Column Name field, type ID Go to Resource Browser and search for “SCR_SHP”. There should be one file called SCR_SHPPrefabDataList_ForestGenerator.conf Right-click on the file and go to Duplicate to <yourProjectName> Select a name for this file. I normally do SCR_SHP_ForestGenerator Press OK The file should now appear in your project folder inside of a folder called Configs\ForestGenerator In Resource Browser, right-click on your new .conf file (ex. SCR_SHP_ForestGenerator.conf) Go to Open in Resource Manager. This will show the contents of the file. You can left-click on the blue > signs and it will open each class. Each class has an ID and a Prefab. Any shapefile that has an attribute ID of 1 will get the FG_Forest_Spruce1.et prefab assigned to it. An ID of 2 will assign FG_Forest_Pine1.et. These IDs and Prefab are editable. If you wish, you can add a new entry by going to the top line where it says (17) and clicking the + button. A new entry will be added to the bottom. You can open it and assign an ID and prefab. If you made changes, go up to Workbench and select Save Go back to the World Editor From the resource browser, drag your .conf file into the Import Shapefile tool and into the Prefab Data List field where it says “set class” Select Import SHP and your shapes will be imported with forest prefabs assigned to them If your forests do not appear over your terrain, you may need to use the offset fields to align them. Save the work -
Applying textures to a polyline/spline
DrunkenTigerSleepingDragon replied to Casseburne's topic in Arma Reforger - Terrain Creation
This is just about what i've been pulling my hair about, since not being a default feature in the editor like unreal engine and most others have for splines. Both sculpt to spline height and fill layer underneath. It should have been a system for projecting a texture/material as a decal or something at X distance from each side of the spline edges. Inside and outside options even. That would also be something that would be super usefull for forest generators. For the outside you could choose a forest edge material with grass and foliage spawning like normal. But also add a generator that only spawns it's entities outside or inside. So You can have forest inside and what ever you want to outside. And why not also have surface layers that fills the inside so that you don't have to worry about the 5 layer limit. Then at least Grass Fields, Agricultural fields, Forest and Roads would be semi auto painted. So any area outside these polyline forest generators / Road splines etc. Is for you to hand paint or use weightmaps / Surface masks. Or why not even just use a polyspline to mark up a parkinglot or something, instead of handpainting 😄 -
Importing Shapefile for Forest
DrunkenTigerSleepingDragon replied to コーリー ちょうネクタイ レイ's topic in Arma Reforger - Terrain Creation
I think you just need to export your Classification/Ssegmented data without fill. Only export them as outlines with a ID like you have for road vector shapefiles. Then you import the shapefiles as splines, and you can then add a forest generator to them later if the editor can't handle adding them as prefabs. I guess you need closed splines if using splines and not polyline?! -
cant use whole terrain
DrunkenTigerSleepingDragon replied to bytexf's topic in Arma Reforger - Terrain Creation
Yeah, this works.. You need to move all other entities to a new layer and then you lock the layer where ONLY world entity is. IT HAS TO BE CHANGED FIRST THEN LOCKED BEFORE YOU SAVE THE LAYER! (Right click the layer and save) Now you can save the world ("project") and then reopen it. I worked out the min and max for a 8192x8192 heightmap just now. I had to put in: Min bounds at 2000 - 1000 - 2000 Max bound at 6192 - 1000 - 6192. So depending on you resolution you should use: Min = 2000 | -1000 | 2000 Max = Your heightmap resolution "subtracted with" 2000 | 1000 | Your heightmap resolution "subtracted with" 2000 I have tried to set MIN to 0 | 1000 | 0 but it's not working for me. These values always workes! And i would recommend to always stick to the power of two for heightmaps: 2046 - 4096 - 8192 - 16384 -
trouble importing surface mask image
DrunkenTigerSleepingDragon replied to killer kiwi's topic in Arma Reforger - Terrain Creation
Yes, filter out each color to a grayscaled 16bit image. Make sure it's grayscaled and not RGB. And Export one for each color you have made white, with everything else black (Only the color you want as surface mask should be white, everthing that is not this color should be black) -
Converting TIF files into the game
DrunkenTigerSleepingDragon replied to GrOwTh's topic in Arma Reforger - Terrain Creation
Hi.. I would recommend using QGIS. In QGIS you also need to install the Game Terrain Tools plugin (gtt.zip version is for Enfusion) Link to download and setup tutorial: https://forums.bohemia.net/forums/topic/224613-qgis-game-terrain-tools/ (Watch part 1 to 4) From here you can either use heightmap and satellite map download through gtt. Or you can add custom WCS, WMS and WFS api connections to access data. You can also download heightdata in DEM or DTM from websites manually to import to QGIS https://www.youtube.com/watch?v=qKqgpZumMnM&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz https://www.youtube.com/watch?v=jwc7WQI5ltg&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz https://www.youtube.com/watch?v=SovdBaus7pM&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz "Learn QGIS tutorial" https://www.youtube.com/watch?v=yuqrwvKwlAc&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz https://www.youtube.com/watch?v=M0bMUqpXkbU&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=Hbg9LP2G_tQ&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=lUI084yd43U&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=FeM86Gz40_k&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=Mvf-tiagyQw https://www.youtube.com/watch?v=cWuIzFcshoE (HIGH DETAILED SATELLITE DATA DOWNLOAD) https://www.youtube.com/watch?v=2_NDL2t_s8w&pp=ygUSVVNHUyBkYXRhIGRvd25sb2Fk Hope this can help you get started 😊 -
Heightmap Help
DrunkenTigerSleepingDragon replied to DEADSCAPE's topic in Arma Reforger - Terrain Creation
Hi.. I would recommend using QGIS. In QGIS you also need to install the Game Terrain Tools plugin (gtt.zip version is for Enfusion) Link to download and setup tutorial: https://forums.bohemia.net/forums/topic/224613-qgis-game-terrain-tools/ (Watch part 1 to 4) From here you can either use heightmap and satellite map download through gtt. Or you can add custom WCS, WMS and WFS api connections to access data. You can also download heightdata in DEM or DTM from websites manually to import to QGIS https://www.youtube.com/watch?v=qKqgpZumMnM&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz https://www.youtube.com/watch?v=jwc7WQI5ltg&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz https://www.youtube.com/watch?v=SovdBaus7pM&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz "Learn QGIS tutorial" https://www.youtube.com/watch?v=yuqrwvKwlAc&pp=ygUSUUdJUyBhZGQgREVNIGZpbGVz https://www.youtube.com/watch?v=M0bMUqpXkbU&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=Hbg9LP2G_tQ&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=lUI084yd43U&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=FeM86Gz40_k&pp=ygUOUUdJUyBVU0dTIGRhdGE%3D https://www.youtube.com/watch?v=Mvf-tiagyQw https://www.youtube.com/watch?v=cWuIzFcshoE (HIGH DETAILED SATELLITE DATA DOWNLOAD) https://www.youtube.com/watch?v=2_NDL2t_s8w&pp=ygUSVVNHUyBkYXRhIGRvd25sb2Fk Hope this can help you get started 😊