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Author Topic: Road tool, the new version (link fixed)  (Read 6179 times)

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CupidMoon

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Road tool, the new version (link fixed)
« on: 24 Mar 2003, 09:24:40 »
I have to say sorry to all of you. It takes quite long time.

In this version, it has 2 new features.

1'st, Gradiant mask.
It uses a gray scale images as a mask, rather than 2 color images.
It means, most white colored cell has 10 object in random position, while black cell has 0 object.

2'nd Road mask
After you generate raod, U can create road mask. It can places objects VERY close to the roads.

And Road creating algoritm has improved.

Here is a link to the road tool
Road Tool

Here is a gradiant mask sample


Here is a road masking result


-=== HOW TO USE GRADIANT MASK ===-
Create a gradiant mask first.
click load mask, and open the mask.
set amount "-1", and click "random position" ...
then, click "Create Object"

-=== HOW TO USE ROAD MASK ===-
In road tool, After generate roads. click "Road Mask", It may take times..
If it done, close road tool.
before click "Create Object", Check "Road Mask" checked.....
and click "Create Object"

The looping... still working... sorry
« Last Edit: 26 Mar 2003, 16:34:02 by CupidMoon »

Offline snYpir

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Re:Road tool, the new version...
« Reply #1 on: 24 Mar 2003, 10:22:06 »
looks very promising. do u mind if we host this when you think it is ready?
Bohemia Interactive Simulations

Offline CBFASI

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Re:Road tool, the new version...
« Reply #2 on: 24 Mar 2003, 23:06:42 »
Tool seems very handy, at least for bush placement, am doign further trials
« Last Edit: 24 Mar 2003, 23:49:44 by CBFASI »
CBF Shipbuilding

taasinge

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Re:Road tool, the new version...
« Reply #3 on: 25 Mar 2003, 10:37:04 »
The link dosent seem to work, or is it my computer?

Leone

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Re:Road tool, the new version...
« Reply #4 on: 25 Mar 2003, 13:06:21 »
It doesn't work for me either  :-[

Offline SelectThis

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Re:Road tool, the new version...
« Reply #5 on: 26 Mar 2003, 16:21:55 »
Very promising developments, looking forward to getting a copy of this (link doesn't work)

SelectThis

CupidMoon

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Re:Road tool, the new version...
« Reply #6 on: 26 Mar 2003, 16:33:41 »
Sorry everyone, I'd fix the link....

U could get the tool...

Leone

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Re:Road tool, the new version (link fixed)
« Reply #7 on: 27 Mar 2003, 01:04:16 »
Thanks for fixing the link.....and for making this wonderful tool!  ;D ;D

zippy

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Re:Road tool, the new version (link fixed)
« Reply #8 on: 27 Mar 2003, 02:31:46 »
thank you for  such a great tool Cupid
keep 'em comin 8)
as I said you rock mate

zip

Offline ScouseJedi

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Re:Road tool, the new version (link fixed)
« Reply #9 on: 27 Mar 2003, 16:56:05 »
Just in case you dont feel appreciated....

Thanks a lot, its a work of art.

:)
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

Offline CBFASI

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Re:Road tool, the new version (link fixed)
« Reply #10 on: 28 Mar 2003, 19:41:02 »
Well I was very sceptical when I first saw it.

I had not even bothered with the earlier version, but...

I now realise how stupid I was, its a greast toold and just saved me from months of work.

The road tool is great.

I have a question..   Whats the Misc - Fence/Forest about??

Its a great tool and I wonder about the following?

I am hoping that you have the ability to enable the program to do fence line placements in the same way as the roads are placed.  Also the ability to use a higher resolution mask.
CBF Shipbuilding

Offline zipp

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Re:Road tool, the new version (link fixed)
« Reply #11 on: 29 Mar 2003, 02:13:24 »
Cool tool, however when I try placing a road, and then save the WRP.
When I try and open it up in WRPEdit again I get a invalid floating point operation, what am I doing wrong?

CupidMoon

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Re:Road tool, the new version...
« Reply #12 on: 29 Mar 2003, 11:52:22 »
looks very promising. do u mind if we host this when you think it is ready?

Sure, I don't mind. but, not now..
It is some unstable...

I have a question..   Whats the Misc - Fence/Forest about??

Misc - Fence/Forest:
  Create forest or fences.
  Uses Black/White Images for a mask.
  Forest tool is very similiar to "WRPUtil", It places forest in white cell..
  Fence tool, creates fences surrounding white cells..

When I try and open it up in WRPEdit again I get a invalid floating point operation, what am I doing wrong?

Sorry to hear that, but currently I have few informations about WRP file format.
So, It could be unstable..

Be sure, you must backup your wrp files before run my tool!!

Offline Planck

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Re:Road tool, the new version (link fixed)
« Reply #13 on: 29 Mar 2003, 16:09:52 »
Cupidmoon

If you don't already have this document get it here:

Documentation to Wrp files by zwadar
http://www.ofpec.com/editors/browse.php?category=1_6

It isn't a lot, but nevertheless, very helpful.

There is also an outline of the format from OFPInternals, but I'm not sure where you can find it now, I have a copy if you don't already have one.


Planck
I know a little about a lot, and a lot about a little.

Offline Garcia

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Re:Road tool, the new version (link fixed)
« Reply #14 on: 29 Mar 2003, 19:11:01 »
1 thing...

what kinda fence does it creat?

Garcia

zippy

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Re:Road tool, the new version (link fixed)
« Reply #15 on: 29 Mar 2003, 21:41:21 »
based on my first try....it's a barbed wire fence

Quote
I have few informations about WRP file format.

didn't OFPInternals release the wrp file format docs just before they went offline?

zippy
« Last Edit: 29 Mar 2003, 21:48:01 by zippy »

captain caffeine

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Re:Road tool, the new version (link fixed)
« Reply #16 on: 29 Mar 2003, 22:17:40 »
  Several questions about road tool, as far as the roads go, maybe I'm reading to much into it or making it more complicated than it should be,    but here goes I've got the part of loading the wrp file no problem, but does the program make its own bmp greyscale mask or does the wrp need to be saved as bmp also and that mask loaded, I havent been able to get a greyscale map to come up as of yet,   and loading the saved bmp shows up in color as it would in WILBUR.

  Any detailed instuctions on using this tool would be greatly appreciated   for myself detailed instructions from start to finish
  seem to be of greater use than simple instructions  sounds silly and it may be just an error on my part or could also be my comp    just a little help from anyone givin a wee bit more information would either allow me to continue   with practicing with this tool or go back to placing roads by hand    any help will be greatly appreciated  

                                THANKS IN ADVANCE

Offline ScouseJedi

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Re:Road tool, the new version (link fixed)
« Reply #17 on: 30 Mar 2003, 01:19:46 »
You need to make the bmp seperate from your wrp file.

If you are already working on your map try a printscreen while wrpedit is open.

Throw this into a paint package (paintshop pro by ?jasc? is shareware.

Printscreen (button on keyboard) throws the screen on to the clipboard.

In a paint package paste this into a file.

Select the area you want (your map) and paste this into an image. Then change the image size  and make it 256 x 256.

Change it to greyscale and save as a bmp.


..

I am working from scrach and creating the contours using a program from here clled something like imagetoascii. To use this I am drawing a 256 x 256 greyscale bmp. I can then just use this again with this tool.
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

captain caffeine

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Re:Road tool, the new version (link fixed)
« Reply #18 on: 30 Mar 2003, 19:14:58 »
  HEY Jedi  , works great just followed your directions, only problem I'm having now is when the roadway is produced all
the dang thing is at 3500 meters, is this something I can remedy
through the tool or will I need to reset each piece fit to ground individually  ?

  Even if you gotta fit each piece individually back down its better than lining each piece up by hand.

  BRAVO CUPID MOON

Offline ScouseJedi

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Re:Road tool, the new version (link fixed)
« Reply #19 on: 31 Mar 2003, 00:43:39 »
3500m????


I have to say I have only used the tool once and it just worked perfectly, so I have no idea what you have run into.

:(

Write up here your method - things like the wrp file you used - was it just terrain without any models or was it half done?

Im clutching at straws a little, hopefully someone else will know exactly what to do.

Good luck.
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

captain caffeine

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Re:Road tool, the new version (link fixed)
« Reply #20 on: 31 Mar 2003, 04:03:34 »
  New wrp ,no models just the Eden paa sand texture, Im gonna play with the utility some more, I'm thinking I may have hit create after I closed road tool, although I would'nt think this would cause this type of problem, I would like to see a Tutorial come out for this utility, cause its one of the best ,   If anyone has any Ideas on what else I may have done wrong gimme a yell, cause I'm also grasping at straws.  
 
  Thanks for your help

zippy

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Re:Road tool, the new version (link fixed)
« Reply #21 on: 01 Apr 2003, 05:19:26 »
i think cupid mentioned it before ....32000 m's actually and its because he couldn't properly set the height flags but the game re calculates those flags at time of loading the world so it'll look fine in OFP

zippy

captain caffeine

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Re:Road tool, the new version (link fixed)
« Reply #22 on: 01 Apr 2003, 06:53:20 »
  Crap ,guess I didnt catch that part, yup mines closer to 35,600
for some reason, but I guess I've been pulling my hair out for no reason, thanks for the info, will it cause any problems or conflicts to set the pieces of road closest to both sides of bridge
to ensure the right fit?

  Thanks for your help

CupidMoon

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Re:Road tool, the new version (link fixed)
« Reply #23 on: 01 Apr 2003, 11:24:40 »
Documentation to Wrp files by zwadar

Yes it was very useful, but not enough... :)

Thanks

Offline Planck

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Re:Road tool, the new version (link fixed)
« Reply #24 on: 01 Apr 2003, 20:57:51 »
@CupidMoon

If you need a copy of OFPInternals format description let me know, I have a copy.


Planck
I know a little about a lot, and a lot about a little.

zippy

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Re:Road tool, the new version (link fixed)
« Reply #25 on: 02 Apr 2003, 01:44:27 »
As always Planck to the rescue......thanx for sharing with others....I knew someone will help Cupid out....

I sense good things to come......

zippy

Offline Gielovic

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Re:Road tool, the new version (link fixed)
« Reply #26 on: 02 Apr 2003, 13:25:20 »
If I make a road in the roadtool and paste it into WRPEdit, I can't see it. If I start OFP Editor i do see the road!
Also, what are MASKS for, are they the pictures of the island displayed in OFPeditor?

zippy

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Re:Road tool, the new version (link fixed)
« Reply #27 on: 02 Apr 2003, 17:34:43 »
hmmmmm....????
Quote
i think cupid mentioned it before ....32000 m's actually and its because he couldn't properly set the height flags but the game re calculates those flags at time of loading the world so it'll look fine in OFP

zippy

just 5 posts back

and as for masks......try to imagine it as a magic brush
capture an image from wrpedit in minimum zoom (256x256) ;D

then you make a mask image, for now black and white and now you can paste a  transparent selection of any image into the other.
....the tool has a buncha functions which utilize masks. say you wanna place some oblects(random bushes) surrounding somthin' but not anything else......BLACK IS IGNORED & WHITE IS PROCESSED
so you paint white around the place you want vegetated with bushes...save a bmp image in  256x256x256 colors. this is the mask....now load the tool with the wrp you want to edit then click load mask then pick your object and its placement hit create to place bushes where white colors overlay the area from the wrpmap image and most importantly save wrp. DONE
load in wrpedit recalculate all flags default save, pack and play


zip

« Last Edit: 02 Apr 2003, 17:53:26 by zippy »

captain caffeine

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Re:Road tool, the new version (link fixed)
« Reply #28 on: 04 Apr 2003, 04:09:20 »
  Also for those interested, if you just absolutley have to see the images created in wrp Edit , you can select individually each object placed and click OK or Ctrl+T and it will set the object at fit to ground where it is visible,  I have tried  selecting all objects at once and the Ctrl+T with no luck   ,but individually
without having to reset the numbers you can select and press OK or CTRL+T .

  There may be a way to select all and unselect all enabling all objects to fit to ground but I havent discovered a way yet, maybe a small program to alphabetically select and then unselect each object in wrp may do the trick, but I dont even know where to begin so I'll just give out the info and maybe someone can figure out the rest.

 

zippy

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Re:Road tool, the new version (link fixed)
« Reply #29 on: 04 Apr 2003, 19:24:51 »
to my understanding there is no coding implemented in current version of wrpedit to manipulate multiple objects. BUT  I do know that the next version was gonna have it along with other goods so I don't find it such a big prob for now. I have faith in OFPInternals and his team, that they'll be back. So we gotta wait. Cupid's tools outdone my highest expectations as it is and I know that the file format info will help him to figure this height flag nonsense out......


ps: Cupid if you're reading this...have you considered adding an open p3d file window to select model to place?

cheers

Zippy
« Last Edit: 09 Apr 2003, 16:27:28 by zippy »

Offline ScouseJedi

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Re:Road tool, the new version (link fixed)
« Reply #30 on: 13 Apr 2003, 22:26:25 »
Suggestion for new version.

In the pull down menu we have asfalt, cesta and silnice. Would it be possible to browse here for another addon. I want to make a different type of road but still use the tool.

(512 x 512 mask as well)

Its a fantastic piece of work though.

:)
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Albus Dumbledore

Offline Planck

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Re:Road tool, the new version (link fixed)
« Reply #31 on: 13 Apr 2003, 22:29:26 »
You could always use the replace function in WrpEdit to replace the roads with another model of road.

Planck
I know a little about a lot, and a lot about a little.

Offline ScouseJedi

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Re:Road tool, the new version (link fixed)
« Reply #32 on: 14 Apr 2003, 23:05:06 »
I don't think I have ever professed to knowing what I was doing. :)

Thanks Planck - I'll use the same method to place my custom trees into the map.

:)



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Albus Dumbledore

Leone

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Re:Road tool, the new version (link fixed)
« Reply #33 on: 15 Apr 2003, 06:58:19 »
Yep....just use the replace function....in fact use it no matter what, even if placing soomething that is in the list. Seems to work better that way  ;D

Offline ScouseJedi

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Re:Road tool, the new version (link fixed)
« Reply #34 on: 15 Apr 2003, 22:31:18 »
The difficulty is making a valid model to replace. I looked at Winter Everon and The binarized model is there with different textures. aha thinks me, load up TexEdit and swap the models textures to mine. Save it in a pbo and bang, invalid.

for ref, if I have a model in matt1.pbo like asflatka6.p3d, when replacing to I type

   \matt1\asfaltka6.p3d
   \matt1\asfaltka6
  matt1\asfaltka6.p3d
 matt1\asfaltka6


I couldn't get any to work. Model not found or model invalid. Now I did hear a rumour that TexEdit would not work with WinXP and I had a lot more 'overflows' and strangeness than I remember from times past with 98.

I just want to see how it works without going to the trouble of making a road from scratch, scraping out a config file and binarizing.

Sorry for Off Topic rant.

:)
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

CupidMoon

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Re:Road tool, the new version (link fixed)
« Reply #35 on: 21 Apr 2003, 11:01:01 »
ps: Cupid if you're reading this...have you considered adding an open p3d file window to select model to place?

currently, NO.... exactly, impossible ^^
I can't read model names in p3d file. If I could get the names, It can be possible.

But, For Now, I holded coding tools, for my job.
it takes at least 2months....

I'll be back, when I finish my project~~~

zippy

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Re:Road tool, the new version (link fixed)
« Reply #36 on: 21 Apr 2003, 16:35:12 »
thanx for keepin' us filled in...will keep checkin' in!

zip

Leone

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Re:Road tool, the new version (link fixed)
« Reply #37 on: 21 Apr 2003, 18:48:22 »
The difficulty is making a valid model to replace. I looked at Winter Everon and The binarized model is there with different textures. aha thinks me, load up TexEdit and swap the models textures to mine. Save it in a pbo and bang, invalid.

for ref, if I have a model in matt1.pbo like asflatka6.p3d, when replacing to I type

   \matt1\asfaltka6.p3d
   \matt1\asfaltka6
  matt1\asfaltka6.p3d
 matt1\asfaltka6


I couldn't get any to work. Model not found or model invalid. Now I did hear a rumour that TexEdit would not work with WinXP and I had a lot more 'overflows' and strangeness than I remember from times past with 98.

I just want to see how it works without going to the trouble of making a road from scratch, scraping out a config file and binarizing.

Ok....I also have had error messages pop up in WRPEdit for certain user-made addons. And there is no getting rid of those errors...BUT! Some will still work in-game. You'll just have to try a few and see (perhaps work out a pattern.....I suspect it's an MDOL/ODOL (?) thing.

happymonday

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Re:Road tool, the new version (link fixed)
« Reply #38 on: 04 May 2003, 22:04:21 »
Hi

I have just started out creating my first island, after a few days messing around i have created a good base and want to start putting details on - ie roads objects etc.. i have heard that this is the tool to use, but maybe i am being a bit  thick but i havent got a clue how it works, i have had a go but its just not happening.

Is there a tutorial (a very basic one)? if not can somebody please give me a step by step?

I had no readme in the downloaded file if i should have done.

Thanks

captain caffeine

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Re:Road tool, the new version (link fixed)
« Reply #39 on: 05 May 2003, 03:26:00 »
 Just check this article start from page one and keep reading lotsa good info there.

happymonday

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Re:Road tool, the new version (link fixed)
« Reply #40 on: 05 May 2003, 19:35:54 »
Thanks I have managed to figure it out. Mostly.

Is there any special way to ensure roads join correctly? Sometimes when joinind roads i get a prompt asking what side of the road it joins from ie left or right  (and the road has a junction in wrpedit)  and sometimes not. Will roads which i cannot get to join have to be manually matched up?

Lobanak

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Re:Road tool, the new version (link fixed)
« Reply #41 on: 29 May 2003, 21:11:57 »
Is there more work going on at the tool?

The road tool is bad (ok, good, but bad anyway). When I draw my roads and let generate the road, it always goes another way then painted. So it's not possible to put road at exactly that place which is needed and prepared for the road. I don't wanna put road and then modify the height of the terrain to fit the road.

Also the resolution could be higher, say 512x512 or 1024x1024

Hope the guy who has done this put in more work.

All tools which came out are done to the point where it is working in a simple way, but then no more work done on them (ok some have more work). Look at wrpedit. Done till it works and then let the people alone with it. And all wanna see a better version with some minimal features in that make live easier.

Greets

Lobanak

P.S.: If the guy has no more time to code more, give the code away to another coder, so that he can do some work on it.

Nitrox

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Re:Road tool, the new version (link fixed)
« Reply #42 on: 01 Jun 2003, 11:18:33 »
Well a new version of wrpedit would be great with a copy n pastew function and the ability to attach the forrests to ground and a smart roadlaying function... but hey Im glad they did the programs at all in the first place :)

Offline Garcia

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Re:Road tool, the new version (link fixed)
« Reply #43 on: 04 Jun 2003, 23:39:21 »
Will you make it possible to add res forest and res roads with this tool, and if so, when?

Garcia