arma3:tools:terrain-processor

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arma3:tools:terrain-processor [2017/08/31 02:43] – added link. snakemanarma3:tools:terrain-processor [2024/08/04 21:50] (current) – text moved to ... snakeman
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 ====== ArmA 3 Terrain Processor ====== ====== ArmA 3 Terrain Processor ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
  
 Terrain Processor is basically object placer. Its like enhanced version of Shezan74's World Tools (no relation though). Terrain Processor is basically object placer. Its like enhanced version of Shezan74's World Tools (no relation though).
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 ====== Project Templates (TPP) ====== ====== Project Templates (TPP) ======
  
-PMC has provided full project templates for download, see [[arma3:terrain:terrain-processor-templates|Terrain Processor templates]].+Text moved to [[arma3:terrain:terrain-processor:project-templates-tpp|ArmA 3 Terrain Processor Project Templates (TPP)]].
  
  
-====== User Guide ======+====== TPP Naming Rules ======
  
-Terrain Processor (TP for short) is a bitch, you make one slight wrong configuration and BANG it crashes or freezes without mercy :)+Text moved to [[arma3:terrain:terrain-processor:tpp-naming-rules|ArmA 3 Terrain Processor TPP Naming Rules]].
  
-Project *.TPP files are XML format, you can edit them but as bis TP manual states its not advised as its easy to make mistakes and again TP will crash, so be very very careful. 
  
-You should name every TPP project file with very descriptive file name (normal rules apply, no spaces, no stupid characters) so you can re-use them with other terrains in the future.+====== Searching for Settings ======
  
-It is cumbersome to add object template names into the projects so once you do it, save the tpp file that you don't have to type in all those templates next time you want to place forests etc. Also inside <ObjectPrototypes> you can use text editor to copy paste from area random into high density cluster.+Text moved to [[arma3:terrain:terrain-processor:searching-for-settings|ArmA 3 Terrain Processor Searching for Settings]].
  
-**Area: High-density Cluster**, if you drop object probability to 2, it starts to really slow down the object creation. 
  
 +====== Mask: Linear ======
  
-====== Road Smoothing ======+Text moved to [[arma3:terrain:terrain-processor:mask-linear|ArmA 3 Terrain Processor Mask: Linear]].
  
-**Heightmap: Road integration** 
  
-Does TP place your smoothed out roads 500m below ground?+====== Forest Settings ======
  
-Shapefiles must be within the mapframe bounds before using TP to flatten the road surfaces or you will end up with super deep valleys carved into your terrain heightmap.+Text moved to [[arma3:terrain:terrain-processor:forest-settings|ArmA 3 Terrain Processor Forest Settings]].
  
-If your road smoothing will carve almost tunnel like pathway to the terrain even though it is not even that steep, you can fix it by increasing Road Maximal Slope. 
  
-If you have problems loading terrain builder exported road shapefiles, try loading and saving them in global mapper (or QGIS?) first.+====== Line: Regular ======
  
 +Text moved to [[arma3:terrain:terrain-processor:line-regular|ArmA 3 Terrain Processor Line: Regular]].
  
-====== Object Placement Statistics ====== 
  
-This is nice reference read of how many objects some configs place and how long time it takes to import these to terrain builder. Computer used to create these statistics is CPU: AMD Athlon FX-4170 4.2Ghz Quad Core Black Edition, RAM: Corsair Vengeance 16GB PC3-12800 1600MHz.+====== User Guide ======
  
-TaskArea Random+Text moved to [[arma3:terrain:terrain-processor:user-guide|ArmA 3 Terrain Processor User Guide]].
  
-Trees 12, probability 100%, minimal distance 5m. 
  
-**Polygon size about 20km x 20km**, just slightly below that size but otherwise square area.+====== Road Smoothing ======
  
-^ Hectare Density ^ Objects Placed ^ +Text moved to [[arma3:terrain:terrain-processor:road-elevation-smoothing|ArmA Terrain Processor Road Elevation Smoothing]].
-| 1% | 41,000 | +
-| 10% | 413,000 | +
-| 20% | 827,000 | +
-| 30% | 1,240,000 | +
-| 40% | 1,654,000 | +
-| 50% | 2,068,000 | +
-| 60% | 2,481,000 | +
-| 70% | 2,895,000 | +
-| 80% | 3,308,000 | +
-| 90% | 3,722,000 | +
-| 100% | 4,136,000 | +
-| 110% | 4,549,000 | +
-| 120% | 4,963,000 | +
-| 130% | 5,376,000 | +
-| 140% | 5,790,000 | +
-| 150% | 6,204,000 |+
  
-Terrain builder imports 2 million object LBT file in about 10 minutes, 3,3 million objects 17 minutes. 4,1 million objects 22 minutes. 5,3 million objects 26 minutes. 6,2 million objects 30 minutes. 
  
-**Polygon size about 40km x 40km**, everything else the same as above.+====== Object Placement Statistics ======
  
-^ Hectare Density ^ Objects Placed ^ +Text moved to [[arma3:terrain:terrain-processor:object-placement-statistics|ArmA Terrain Processor Object Placement Statistics]].
-| 1% | 167,000 | +
-| 10% | 1,674,000 | +
-| 20% | 3,348,000 | +
-| 30% | 5,023,000 | +
-| 40% | 6,697,000 | +
-| 45% | 7,535,000 |+
  
-Terrain builder imports 7,5 million object LBT file in 37 minutes. 
  
-**Polygon size about 81km x 81km**, everything else the same as above.+====== Multiple Tasks ======
  
-^ Hectare Density ^ Objects Placed ^ +Text moved to [[arma3:terrain:terrain-processor:multiple-tasks|ArmA 3 Terrain Processor Multiple Tasks]].
-| 1% | 670,000 | +
-| 5% | 2,681,000 | +
-| 9% | 6,033,000 | +
-| 10% | 6,704,000 |+
  
-Terrain builder imports 6,7 million object LBT file in 32 minutes. 
arma3/tools/terrain-processor.1504147400.txt.gz · Last modified: 2017/08/31 02:43 by snakeman

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