wattgaz
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Hautes-Pyrénées (France) - wip - addon + help needed
wattgaz replied to wattgaz's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi thanks! It's been a long time, not working on it since only 1/2 people donwnloaded the Kit in 2011... Now I have 2 jobs IRL no time at all, it already fell in oblivion :-) I'm re-uploading now on another host, stay tuned I will update first post of this thread. **EDIT*** Done for pre-alpha1 -
Road Painter tool (development thread)
wattgaz replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
I tried many times with several full reinstall of BITools here is the difference : - Visitor road tools has internal computations regarding angle, directions management, and fine positioning between parts - If you add them "by hand" as objects (I dit it for airport roads on my map) then when there is a turn, you have to add a coord change to make roads edges aligned in buldozer. ( Did it visually) So I discovered that object (center?) in Arma2 is not the same placing point in Visitor and found EXACT coord transformation: example : angle 0 straigth 6m asf1 = X 0 Y 0 then turning part has to be= angle 0 turn 10 25 = X 0.145 Y 5.819 for edges to align perfectly in buldozer. An export of the same section from ArmA2 and your tool : angle of turning part is still 0 but X and Y coords differs . So the combination your tool + visitor road tool is OK but combination your tool + export all parts coords + import as objects to visitor doesn't work properly -
Road Painter tool (development thread)
wattgaz replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
Hi ! In fact my SQF DOENST WORK as expected ! Placement of road sections (location point) DIFFERS from editor/arma2 and Visitor3. It create "stairs", as shown in previous post. DON'T USE IT !!! I had to fall back to your original script, I am modifying it just to export coords and angle of 1st keypoint , to avoid hassle in coord. manual entering/guessing in Visitor3 (For VERY LONG roads, half a meter of misplacement of starting point, it means BIG gap at the end ) I tried to mess a little with a convertion algo. script for full import as objects (lots of cos and sin around, lot of cases to include all angle changes regarding the angle measurements and road straight/angle sequences) I managed to do something but not universal so I gave up. -
Road Painter tool (development thread)
wattgaz replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
DON'T USE it create "stairs" as shown above ! Here is the script : Just make a backup of HOMJ_RoadPainter_Export.sqf in the scripts folder of Homer's editor's mission RoadPainter.(yourmapname) and use this one. Result : BUT IN BULDOZER = GAPS & STAIRS // HOMJ_RoadPainter_Export.sqf // From Homer Johnston // Heavily Modified by GueB 01/05/2011 // Please make backup of the original file somewhere to revert back to Visitor Road tool use ! // This script now : // optimizes straight parts with different algo and exports to windows clipboard as specific format: // ^ca\roads2\asf3_25^;3813.84;3578.2;0;180;µ // to be converted to : "ca\roads2\asf3_25";3813.84;3578.2;0;180;\n(= carrier return) // (using notepad++ since it has nice macro function for char. replacement) // If someone has the ability to make another EXE which does the job as Homer's original one... // Get currently selected section name: private ["_exportSection", "_dims", "_exportThis"]; _h = 0; { call compile format ["_exportSection = + %1", _x]; //call compile format ["ctrlSetText [10101, str(%1)]", lbData [19873, lbCurSel 19873]]; // Process road section into exportable data: ["|", "ca\roads2\asf1_", [0, 6.25], "", [[x, y], dir], [[x, y], dir], _road]; _i = 0; _str = 0; _prefix = ""; _suffix = ""; _locx = 0; _locy = 0; _locstx = 0; _locsty = 0; _loclnx = 0; _loclny = 0; _anglestr = 0 ; // First, go through the entire exported section and evaluate it once for multiple straight pieces (convert 6+6 to 12) while {_i < (count _exportSection)} do { _road = _exportSection select _i; if (((_road select 0) == "|") AND ((_road select 1 == _prefix) OR (_str == 0))) then { if (_str == 0) then { _prefix = _road select 1; _suffix = _road select 3; _locstx = (((_road select 4) select 0) select 0); _locsty = (((_road select 4) select 0) select 1); _anglestr = ((_road select 4) select 1); }; _str = _str + 1; if (_str == 2) then { _newRoad = ["|", _prefix, [0, 12.5], _suffix, [[_locstx, _locsty], _anglestr], [[(((_road select 5) select 0) select 0), (((_road select 5) select 0) select 1)], _anglestr]]; _exportSection set [_i - 1, _newRoad]; // replace the first straight piece with a 12m section _exportSection set [_i , "DELETE"]; // delete the last straight piece }; }else { _str = 0 ; }; _i = _i + 1; }; // Second, AGAIN go through the previous optimized exported section and evaluate it for multiple straight pieces (convert 12+12 to 25) _exportSection = _exportSection - ["DELETE"]; _i = 0; _str = 0; _prefix = ""; _suffix = ""; _locx = 0; _locy = 0; _locstx = 0; _locsty = 0; _anglestr = 0 ; while {_i < (count _exportSection)} do { _road = _exportSection select _i; if ((_road select 0) == "|" ) then { if (_str == 0) then { _prefix = _road select 1; _suffix = _road select 3; _locstx = (((_road select 4) select 0) select 0); _locsty = (((_road select 4) select 0) select 1); _anglestr = ((_road select 4) select 1); }; _str = _str + 1; if (_str == 2) then { _newRoad = ["|", _prefix, [0, 25], _suffix, [[_locstx, _locsty], _anglestr], [[(((_road select 5) select 0) select 0), (((_road select 5) select 0) select 1)], _anglestr]]; _exportSection set [_i - 1, _newRoad]; // replace the first straight piece with a 25m section _exportSection set [_i , "DELETE"]; // delete the last straight piece _str = 0; }; }else { _str = 0 ; }; _i = _i + 1; }; _exportSection = _exportSection - ["DELETE"]; // Now prepare a data export string _exportData = ""; for "_i" from 0 to (count _exportSection - 1) do { _x = _exportSection select _i; if ((_x select 0) == "|") then { _dims = str(floor ((_x select 2) select 1)); // calculate center of objects for import to visitor _locx = ((((_x select 4) select 0) select 0) + (((_x select 5) select 0) select 0)) / 2 ; _locy = ((((_x select 4) select 0) select 1) + (((_x select 5) select 0) select 1)) / 2 ; // create string to format : ^ca\roads2\asf3_25^;3813.84;3578.2;0;180;µ // to be converted using notepad++ for example to : "ca\roads2\asf3_25";3813.84;3578.2;0;180;\n(= carrier return) _exportData = _exportData + "^" + (_x select 1) + _dims + '^' + ";" + str(_locx) + ";" + str(_locy) + ";" + "0" + ";" + str(floor ((_x select 4) select 1)) + ";" + 'µ' ; } else { _dims = str(floor ((_x select 2) select 0)) + " " + str(floor ((_x select 2) select 1)); // calculate center of objects for import to visitor _locx = ((((_x select 4) select 0) select 0) + (((_x select 5) select 0) select 0)) / 2 ; _locy = ((((_x select 4) select 0) select 1) + (((_x select 5) select 0) select 1)) / 2 ; // create string to format : ^ca\roads2\asf3_25^;3813.84;3578.2;0;180;µ // to be converted using notepad++ for example to : "ca\roads2\asf3_25";3813.84;3578.2;0;180;\n(= carrier return) _exportData = _exportData + "^" + (_x select 1) + _dims + '^' + ";" + str(_locx) + ";" + str(_locy) + ";" + "0" + ";" + str(floor ((_x select 4) select 1)) + ";" + 'µ' ; }; }; // Homer's EXEC disabled //_fileName = toArray (_this select _h); //for "_i" from 0 to 9 do {_fileName set [_i, "DELETE"];}; //_fileName = toString(_fileName - ["DELETE"]); //_pathName = ctrlText 19871; //_export = (format ['HOMJ_PAINTER^WRITE^%1%2.txt^', _pathName, _fileName]) + _exportData; _export = _exportData; // HERE is the copy to Windows Clipboard copyToClipboard _export; //waitUntil {sleep 0.01;copyFromClipboard == "HOMJ_ENDWRITE"}; _h = _h + 1; } forEach _this; "Message" hintC format ["EXPORT DONE TO CLIPBOARD - Don't forget to paste it in a text editor"]; ["EXPORT DONE!"] execVM "scripts\HOMJ_RoadPainter_ThrowMessage.sqf"; sleep 3; [""] execVM "scripts\HOMJ_RoadPainter_ThrowMessage.sqf"; Some additionnal Character replacement is required just before import to Visitor since ArmA2 scripts can't manage " and carrier returns (explanations in script's first comments). Further development could be to integrate full management of crossroads, terminators... since they are just simple objects after binarization... -
Road Painter tool (development thread)
wattgaz replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
It is great work indeed ! I have a request (I guess it's only a GUI trick if I understand well your editor mod )= I am doing : Hautes-Pyrénées full scale island and so, I make only REAL roads, so I'd like to bypass completely Visitor3 roadtool to use only Shezan74's WorldTools to import DIRECTY the roads as objects to Visitor, after using your excellent painter tool. Can you or someone enough skilled make available the "save" option on your editor-mission to save road parts as objects in a mission SQM ? ( I wont use "smooth roads" script cause it's real terrain and I fine-tune all tricky places by myself) Thanks a lot anyway, because with the size on my project It's just too much for using Visitor roads only! :) EDIT 2: Unfortunately the export of roads coords to visitor is somehow messed. i.e. it create "stairs" in turning sections (visible only in buldozer), and moves a little straight parts. :mad: It seems that road placement coordinates system differs only for road objects between Visitor and ArmA Editor, all other objects import perfectly... I don't have time and skills to dig more. -
Hautes-Pyrénées (France) - wip - addon + help needed
wattgaz replied to wattgaz's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi ! I am an OFP fan from a looooong time and joined to ask questions about scripting, but found everything I wanted so no need to ask ;) plus I did some modding/scripting but only for private zombi-missions-addons with a friend 7 years ago, we never really released it public ... I started this project 9 month ago but stopped for months du to real life job issues. 2-3 people have proposed to help so far , let's hope there will be more to speed up the releases -
Hautes-Pyrénées (France) - wip - addon + help needed
wattgaz posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
*** PBO (wip state pre-alpha3) AVAILABLE *** ### Project collaboration KIT NO LONGER NEEDED !!! ### ### Just use ArmA EDITOR !!! ### News armaholic 1: http://www.armaholic.com/page.php?id=11287 News armaholic 2: http://www.armaholic.com/page.php?id=14064 Full scale, 102kmx102km, 6.25m ground resolution. Still a long way to go to make it playable by land units, but air battles are already possible. Ossun-Pyrénées Airport mostly finished Laloubere aeroclub autoland/takeoff working Lot of terrain elevations to be tuned ! pre-alpha3 is online= - Most forests of the half north part are here (lot of tuning to be done, draft only) - Clutter is not matching with these new forests - ArmA2 config file => no nice flowers in the generic grass clutter 65fr-pre-alpha3.7z on Megaupload 65fr-pre-alpha3.7z on easyshare pre-alpha2 (OA config for clutter) = on armaholic 65fr-pre-alpha2.7z on Megaupload pre-alpha1 = 65fr-pre-alpha1.7z - 102.7 Mb http://om5eu8.1fichier.com/ 65fr-pre-alpha1.7z on Megaupload Collaborating kit: For enthusiasts of this project (those who live in the "65", those who know it well, those who already visited, the others, those who want to help even a little bit) = The point is having Googlemaps on one side, ArmA Editor on the other, and copy (dont draw across borderlines, like in the Kindergarten :p ) all you can: Houses, roads, fuel stations (yes, it's important for driving such distances !), gardens, ... In short everything which can allow this map to be finished before my retirement (I'm 33 !) * Just install MAPFACT's editor upgrade so you can add all ArmA2 buildings/objects/trees : http://www.armaholic.com/page.php?id=6194 * Add objects * Save the mission * send it to wattgaz [at] free (dot) fr That's all !! I keep the "not fun anymore work" : assembly your addings, create main road network, forets, and fine tuning elevations (just put objects at good location/orientation, even if there is slope in game that is'nt in real world , I'll manage it) French project page : CFR-ARMA Main armaholic thread: http://www.armaholic.com/forums.php?m=posts&q=11264 Community can overcome ANYthing !