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arma3:tools:terrain-processor [2018-01-08 23:52]
snakeman removed false percentage indicator.
arma3:tools:terrain-processor [2020-01-01 06:09] (current)
snakeman added header.
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 **Heightmap:​ Road integration** **Heightmap:​ Road integration**
  
-Does TP place your smoothed out roads 500m below ground? +Does terrain processor (TPplace 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.
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-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 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. If you have problems loading terrain builder exported road shapefiles, try loading and saving them in global mapper (or QGIS?) first.
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 +**Road Type**
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 +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.
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 +Using the DBF to handle polyline widths is not recommended.
  
  
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 Terrain builder imports 6,7 million object LBT file in 32 minutes. Terrain builder imports 6,7 million object LBT file in 32 minutes.
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 +
 +====== 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.
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 +It might be easier to get bushes and rocks right if they are probability 100 and the density controls how dense they are placed.
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 +Every different object type you put into single task limits the tasks flexibility.
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 +No matter how many tasks you have in one TPP, only one LBT file is exported / saved.
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 +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.
arma3/tools/terrain-processor.1515455567.txt.gz · Last modified: 2018-01-08 23:52 by snakeman