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Table of Contents
ArmA 3 Terrain Processor
ArmA 3 Forum, ArmA 3, ArmA 3 Config, ArmA 3 Missions, ArmA 3 3D Modeling, ArmA 3 Scripting, ArmA 3 Terrain, ArmA 3 Texturing, ArmA 3 Tools
Terrain Processor is basically object placer. Its like enhanced version of Shezan74's World Tools (no relation though).
Project Templates (TPP)
Text moved to ArmA 3 Terrain Processor Project Templates (TPP).
TPP Naming Rules
Text moved to ArmA 3 Terrain Processor TPP Naming Rules.
Searching for Settings
Text moved to ArmA 3 Terrain Processor Searching for Settings.
Mask: Linear
Text moved to ArmA 3 Terrain Processor Mask: Linear.
Forest Settings
Text moved to ArmA 3 Terrain Processor Forest Settings.
Line: Regular
Text moved to ArmA 3 Terrain Processor Line: Regular.
User Guide
Text moved to ArmA 3 Terrain Processor User Guide.
Road Smoothing
Heightmap: Road integration
Does terrain processor (TP) place your smoothed out roads 500m below ground? 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.
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.
Road Type
If you want TP to handle different road types with different width values, you better to separate your wide and narrow roads at terrain builder and export the shape files individually so you can use individual tasks in terrain processor.
Using the DBF to handle polyline widths is not recommended.
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.
Task: Area Random
Trees 12, probability 100%, minimal distance 5m.
Polygon size about 20km x 20km, just slightly below that size but otherwise square area.
Hectare Density | Objects Placed |
---|---|
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.
Hectare Density | Objects Placed |
---|---|
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.
Hectare Density | Objects Placed |
---|---|
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.
Multiple Tasks
2019-12-25
HOWTO place trees, bushes and rocks with different “task”.
TPP files don't have to have single task with everything spammed into one set, for example you can have task for trees at 85 density and then you have task for bushes for 30 density and finally task for rocks at 10 density, all these in the one TPP file which also checks road cleaning etc.
It might be easier to get bushes and rocks right if they are probability 100 and the density controls how dense they are placed.
Every different object type you put into single task limits the tasks flexibility.
No matter how many tasks you have in one TPP, only one LBT file is exported / saved.
One example is to first place trees, then bushes, then rocks and last run a road and other shape cleanup tasks. You can setup so that the trees take bulk of the object space and rocks are sprinkled very sparsely if there are some random empty spots in the shape area. This creates excellent overall forestry look with your objects.