World Editor: Forest Generator – Arma Reforger
Lou Montana (talk | contribs) m (Text replacement - "|Modding|Tools|Official Tools" to "|Modding|Official Tools") |
Lou Montana (talk | contribs) (Add more intel) |
||
Line 1: | Line 1: | ||
{{ | {{TOC|side}} | ||
A '''Forest Generator''' is a generator creating entities in an area defined by a Shape. | |||
Forest generators can be found in the Resource Browser in {{hl|ArmaReforger > Prefabs > WEGenerators}} and are prefixed with {{hl|FG_}} for '''F'''orest '''G'''enerator. | |||
{{Feature|informative| | |||
* While a forest generator focuses on forests, it can actually generate any kind of entity defined in its {{Link|#Forest}} setting (can e.g be used for rocks on seabed, etc) | |||
* There can be multiple Forest Generators per defined area. | |||
}} | |||
== Requirements == | |||
* A Shape (polyline, spline) defining an area (see {{Link|Arma Reforger:World Editor: Vector Tool|Vector Tool}}) | |||
** Said area can be defined by either a polyline or a spline, but the spline will be considered a polyline (and not consider its curves, only its points) | |||
** All shapes are considered "closed" | |||
** At least three points are required | |||
* A forest generator entity as a '''direct child''' to this shape. | |||
== Options == | |||
=== Obstacles === | |||
==== Avoid Objects ==== | |||
[COSTY] Avoid objects - the trace check is a 10cm cylinder (for trees mostly) | |||
==== Avoid Roads ==== | |||
Avoid roads, respecting their clearance setting | |||
==== Avoid Rivers ==== | |||
Avoid rivers, respecting their clearance setting | |||
== | ==== Avoid PowerLines ==== | ||
Avoid power lines, respecting their clearance setting | |||
==== Avoid Tracks ==== | |||
Avoid tracks, respecting their clearance setting | |||
==== Avoid Lakes ==== | |||
Avoid lakes | |||
<!-- | <!-- | ||
=== Avoid | ==== Avoid Land ==== | ||
Avoid land | |||
==== Avoid Ocean ==== | |||
Avoid ocean | |||
==== Avoid Land Ocean Offset ==== | |||
Land/Ocean separation offset | |||
--> | |||
==== Regenerate By Obstacle Changes ==== | |||
Entirely regenerates if a shape obstacle (listed and checked above) is added/(re)moved in the area | |||
=== Generation === | |||
==== Seed ==== | |||
Seed used by the random generator of this forest generator | |||
==== Allow Partial Regeneration ==== | |||
Allow partial forest regeneration, regenerates the whole forest otherwise | |||
==== Regenerate Entire Forest ==== | |||
Click to regenerate the entire forest | |||
{{Feature|informative|This is a "button-like" checkbox, used to fix minor inconveniences due to partial regeneration.}} | |||
=== Debug === | |||
==== Print Area ==== | |||
Print the area of the forest generator polygon | |||
==== Print Entities Count ==== | |||
Print the count of entities spawned by this forest generator | |||
==== Print Performance Details ==== | |||
Print advanced performance measurements | |||
==== Draw Debug Shapes ==== | |||
Draw general debug shapes | |||
=== | ==== Draw Debug Shapes Obstacles ==== | ||
Draw obstacles debug shapes | |||
=== | ==== Draw Debug Shapes Rectangulation ==== | ||
Draw rectangulation debug shapes | |||
==== Draw Debug Shapes Regeneration ==== | |||
Draw partial regeneration debug shapes | |||
==== Entities Follow Terrain On Shape Move ==== | |||
Make entities follow terrain level on shape move (keeping their relative Y) | |||
=== Forest === | |||
Forest's content is defined here - which entity types to spawn, what density, etc. | |||
==== Levels ==== | |||
Forest generator levels to spawn in this forest generator polygon | |||
==== Clusters ==== | |||
Forest generator clusters to spawn in this forest generator polygon | |||
==== Global Outline Scale Curve ==== | |||
Curve defining general outline scaling; from inside (left, forest core) to outside (right, forest outline) | |||
==== Global Outline Scale Curve Distance ==== | |||
Distance from shape over which the scaling occurs | |||
== Levels == | == Levels == | ||
Levels define three tree levels: | |||
* Top level - tall trees | |||
* Bottom level - trees growing below top level | |||
* Outline level - forest's border trees | |||
=== Top Level === | |||
=== Bottom Level === | |||
=== Outline Level === | |||
An outline can be one of two types: | |||
* Small | |||
* Medium | |||
== Clusters == | == Clusters == | ||
Clusters are groups of entities to be created within the forest's surface, but outside of the outline area. | |||
They allow to define various generators with the following properties: | |||
* type(s) of generated objects | * type(s) of generated objects | ||
Line 46: | Line 136: | ||
** min and max models placement radius | ** min and max models placement radius | ||
* their {{Color|blue|density}} (in {{Color|darkgreen|cluster}} / {{Color|orange|hectare}} or {{Color|darkgreen|C}}{{Color|blue|DENS}}{{Color|orange|HA}}) | * their {{Color|blue|density}} (in {{Color|darkgreen|cluster}} / {{Color|orange|hectare}} or {{Color|darkgreen|C}}{{Color|blue|DENS}}{{Color|orange|HA}}) | ||
* | * enabled or not | ||
A cluster can be of two types: | |||
* Circle | |||
* Strip | |||
=== Options === | |||
==== Uncategorised ==== | |||
===== Objects ===== | |||
Define which tree groups should spawn in this cluster | |||
===== Min CDENSHA ===== | |||
The minimum density of the filling in number of clusters for hectare | |||
===== Max CDENSHA ===== | |||
The maximum density of the filling in number of clusters for hectare | |||
===== Generate ===== | |||
Generate this cluster or not | |||
==== Circle ==== | |||
==== Strip ==== | |||
===== Max X Offset ===== | |||
Offset that is applied to generated objects to avoid seeing the exact shape of the curve | |||
===== Max Y Offset ===== | |||
Offset that is applied to generated objects to avoid seeing the exact shape of the curve | |||
===== Frequency ===== | |||
Defines how many times should the curve repeats for this strip | |||
===== Amplitude ===== | |||
Defines the maximum extent of the curve | |||
{{GameCategory|armaR|Modding|Official Tools|World Editor Generators}} | {{GameCategory|armaR|Modding|Official Tools|World Editor Generators}} |
Revision as of 14:10, 16 November 2023
A Forest Generator is a generator creating entities in an area defined by a Shape.
Forest generators can be found in the Resource Browser in ArmaReforger > Prefabs > WEGenerators and are prefixed with FG_ for Forest Generator.
Requirements
- A Shape (polyline, spline) defining an area (see Vector Tool)
- Said area can be defined by either a polyline or a spline, but the spline will be considered a polyline (and not consider its curves, only its points)
- All shapes are considered "closed"
- At least three points are required
- A forest generator entity as a direct child to this shape.
Options
Obstacles
Avoid Objects
[COSTY] Avoid objects - the trace check is a 10cm cylinder (for trees mostly)
Avoid Roads
Avoid roads, respecting their clearance setting
Avoid Rivers
Avoid rivers, respecting their clearance setting
Avoid PowerLines
Avoid power lines, respecting their clearance setting
Avoid Tracks
Avoid tracks, respecting their clearance setting
Avoid Lakes
Avoid lakes
Regenerate By Obstacle Changes
Entirely regenerates if a shape obstacle (listed and checked above) is added/(re)moved in the area
Generation
Seed
Seed used by the random generator of this forest generator
Allow Partial Regeneration
Allow partial forest regeneration, regenerates the whole forest otherwise
Regenerate Entire Forest
Click to regenerate the entire forest
Debug
Print Area
Print the area of the forest generator polygon
Print Entities Count
Print the count of entities spawned by this forest generator
Print Performance Details
Print advanced performance measurements
Draw Debug Shapes
Draw general debug shapes
Draw Debug Shapes Obstacles
Draw obstacles debug shapes
Draw Debug Shapes Rectangulation
Draw rectangulation debug shapes
Draw Debug Shapes Regeneration
Draw partial regeneration debug shapes
Entities Follow Terrain On Shape Move
Make entities follow terrain level on shape move (keeping their relative Y)
Forest
Forest's content is defined here - which entity types to spawn, what density, etc.
Levels
Forest generator levels to spawn in this forest generator polygon
Clusters
Forest generator clusters to spawn in this forest generator polygon
Global Outline Scale Curve
Curve defining general outline scaling; from inside (left, forest core) to outside (right, forest outline)
Global Outline Scale Curve Distance
Distance from shape over which the scaling occurs
Levels
Levels define three tree levels:
- Top level - tall trees
- Bottom level - trees growing below top level
- Outline level - forest's border trees
Top Level
Bottom Level
Outline Level
An outline can be one of two types:
- Small
- Medium
Clusters
Clusters are groups of entities to be created within the forest's surface, but outside of the outline area. They allow to define various generators with the following properties:
- type(s) of generated objects
- min and max scale
- model
- number of models count
- min and max models placement radius
- their density (in cluster / hectare or CDENSHA)
- enabled or not
A cluster can be of two types:
- Circle
- Strip
Options
Uncategorised
Objects
Define which tree groups should spawn in this cluster
Min CDENSHA
The minimum density of the filling in number of clusters for hectare
Max CDENSHA
The maximum density of the filling in number of clusters for hectare
Generate
Generate this cluster or not
Circle
Strip
Max X Offset
Offset that is applied to generated objects to avoid seeing the exact shape of the curve
Max Y Offset
Offset that is applied to generated objects to avoid seeing the exact shape of the curve
Frequency
Defines how many times should the curve repeats for this strip
Amplitude
Defines the maximum extent of the curve