World Editor: Forest Generator – Arma Reforger

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{{Wiki|WIP|More than Work-in-Progress, it must be redone.}}
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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.




'''Forest generators''' are generators creating entities in a defined area. Said area can be defined by either a polyline or a spline.
== Options ==
Even if they are defined as non-closed, they will be considered as such by the forest generator.


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.
=== Obstacles ===
 
==== Avoid Objects ====
[COSTY] Avoid objects - the trace check is a 10cm cylinder (for trees mostly)


{{Feature|informative|Note:
==== Avoid Roads ====
* a "Forest Generator" can generate something else than trees, e.g rocks
Avoid roads, respecting their clearance setting
* there can be multiple Forest Generators per defined area.
}}


==== Avoid Rivers ====
Avoid rivers, respecting their clearance setting


== Common Options ==
==== Avoid PowerLines ====
Avoid power lines, respecting their clearance setting


Those are self-explanatory:
==== Avoid Tracks ====
* Avoid Objects
Avoid tracks, respecting their clearance setting
* Avoid Roads
* Avoid Rivers
* Avoid Power Lines


==== Avoid Lakes ====
Avoid lakes
<!--
<!--
=== Avoid Objects ===
==== 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


=== Avoid Roads ===
==== Draw Debug Shapes Obstacles ====
Draw obstacles debug shapes


=== Avoid Rivers ===
==== 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


=== Avoid Power Lines ===
-->


== Levels ==
== Levels ==


{{Wiki|TODO}}
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 ==


Allow to define various generators with the following properties:
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
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** 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}})
* (re)generate on any modification
* 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.

  • While a forest generator focuses on forests, it can actually generate any kind of entity defined in its 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 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

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 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