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arma3:tools:terrain-processor [2017-01-14 11:51]
snakeman added more stats and bold.
arma3:tools:terrain-processor [2017-03-06 10:59]
snakeman added road smoothing header.
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 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. 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.
  
-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.+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. 
 + 
 +**Area: High-density Cluster**, if you drop object probability to 2, it starts to really slow down the object creation. 
 + 
 + 
 +====== Road Smoothing ====== 
 + 
 +**Heightmap:​ Road integration** 
 + 
 +Does 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.
  
  
arma3/tools/terrain-processor.txt · Last modified: 2020-01-01 06:09 by snakeman