Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 02/28/2024 in Posts

  1. Unfortunately there is no way to turn off the road labels but you can reduce the size of the font by Tools --Options --3D Font and selecting the smallest size and Apply. I will add a rider to the main tutorial regarding the new method for later versions of Blender.
    1 point
  2. Did you follow the new tutorial for Blender 2.93 and above on page three of this topic.
    1 point
  3. I have updated and added some extra functions to the Terrain Height, Spline Placement and Paint Terrain scripts. All these scripts together with installation instructions are available here See Updated Spline, CSV, Height, Paint, Place, Scripts – Installation Link to installation post https://farmerboysmodding.com/index.php?/topic/2412-updated-spline-csv-height-paint-place-scripts/ Splines The spline can now be given any name as long as it includes the name ' spline ' in any part of it i.e. road1_Spline or roadspline01 etc. Problems will occur if the spline transform or the spline itself does not have the correct rotation, whether in the transform group of the spline or the spline itself . The rotation has to be set at 0,0,0 for any of the scripts to work correctly. There are a couple of ways of ensuring this, one is to set up your spline in the position you want and freeze transform only the rotation, the other is to select the S cv of the spline and delete it, this brings S to the centre (rotating point) of the spline, then just use the E cv to create the rest of the spline so lessening the chance of inadvertently rotating the start of the spline. Terrain Paint This consists of two scripts Terrain Paint Set Up Terrain Paint To use, create a spline in Giants Editor and align the spline along the terrain to whatever you are intending to paint., the spline does not have to be accurately aligned painting will only occur at the terrain height. Then with the spline selected, Select –Scripts-- Terrain Paint Set Up This will create the User Attributes the necessary for the Terrain Paint script and will also print out the terrain layer textures in the Console log in the following format, Texture No :93:Texture Name : shingle01 Texture No :94:Texture Name : shingle02 Texture No :95:Texture Name : shingle03 Texture No :96:Texture Name : ANIMALMUD Texture No :97:Texture Name : AS Texture No :98:Texture Name : ASPHALT Texture No :99:Texture Name : CONCRETE Texture No :100:Texture Name : DIRT User Attributes panel for Terrain Paint Set Centre Texture Width ---Width of the Centre Texture in metres Set Edge Texture Width ---Width of the Edge Textures in metres (Value set is applied to both left and right edges) Set Edge Texture Left ---Enter required left edge texture number from Consol log. Set Centre Texture ---Enter required Centre texture number from Console log Set Edge Texture Right ---Enter required Right edge texture number from Consol log. Set Distance Between Textures ---How far apart the textures are painted along the spline (default 0.5) To Allow painting of just one edge and not the centre or the other edge set the Set Centre Texture to -1 and the non painting edge to -1 also Once the User Attributes have been set then, With the spline selected Select ---Scripts--- Terrain Paint the textures will then be painted according to the User Attribute settings A print out in the GE console log will detail these settings for reference Spline name: Texture Left: no, name Texture Centre: no, name Texture Right: no, name Centre Width :(m), Edge Width: (m), Texture Distance: (m) If the Set Edge Width Texture is set to zero (0) only the following will be shown in the log Spline Name, Texture Centre no, Centre Width Texture Distance Should you require only the Centre Texture then Set Edge Width Texture to zero (0) and adjust your Centre Width settings accordingly The image below shows the result with various texture settings using the above values, with a print out of the Texture No and Name showing in the console log on the right of the picture. In the image above all the examples are based on a 16m Overall width of 8m (Road bed) + Left and Right edges of 4m The following image shows how the Set Distance Between Textures setting can be used to create a pothole effect The first settings were Set Centre Width –16 Set Center Texture---83 (waterPuddle01) which painted the water puddle texture over the whole 16m width. Second settings were Set Centre Texture Width -- 16 Set Edge Texture Width -- 4 Set Edge Texture Left -- 91 Set Centre Texture -- 97 Set Edge Texture Right --100 Set Distanced Between Textures -- 1.5 which then painted the DIRT/GRAVEL/GRAVELGRASS texture over the water puddle texture but because the texture distance was set to 1.1 it left holes in the textures so allowing the water puddle texture to show through. Potholes.png ---------------------------------------------------------------------------------------------------------------------------------------------------------- Terrain Height This script is an enhancement of the normal terrain height script which uses a spline to guide the terrain deformation it also allows the setting of a distance value for Edge Width (value applies to both sides) and Height / Smoothness values to be entered in the TERRAIN HEIGHT attributes allowing independent control of the height and smoothing on either edges. Any Edge Width/Height/Smoothness (L/R) adjustment will have no effect on the Centre Width setting whose height setting is dependent on the actual spline height or Set Spline Height settings This also consists of two scripts Terrain Height Set Up Terrain Height To use Create the spline in Giants Editor and create/align the spline to whatever area you are intending to terraform. Then with the spline selected, Select –Scripts-- Terrain Height Set Up In the User Attributes panel of Giants Editor the necessary User Attributes for the Terrain Height script will be created,as shown below. Set Centre Width --- Width of centre deformation in metres. Set Spline Height -- Height of the start deformation from the spline, can be a negative figure, default is 0, ( actual spline position ) Edge Transformation -- When selected allows independent setting of edge height/ depth, deselected only Centre Width deformation Set Edge Width -- Width of edge deformation on both sides Set Edge Height Left ---Height/Depth of Left Hand deformation Set Edge Height Right –-Height/Depth of Right Hand deformation Set Edge Smooth Right -- Number is used to factor the amount of smoothing -- lower number less smoothing, Higher number greater smoothing (optimal 10) Set Edge Smooth Left -- As smoothing Left Set the relevant User Attributes to your proposed settings and then. With the Spline selected in GE, Select---Scripts---Terrain Height Once the script has been executed a print out will appear in the GE console log detailing these settings for reference Spline name Edge Transformation setting Spline Height Centre Width : Edge Width: Height Left : Height Right : Smoothing Left: Smoothing Right: If the Edge Transformation is deselected only the following will be printed Spline name Spline Height Centre Width Smoothing is carried out much the same way as using the terrain sculpt tool in that it smooths the area down in height so further adjustment of the edge height to match terrain may be required . Below is an image showing the terrain profiles with various settings (Spline Height set to 4m for clarity). Note: Once executed this terrain deformation cannot normally be undone, but provided you haven’t saved the map after executing the script the terrain can be reset back to previous levels by selecting the Reload i3d icon in the toolbar( under the Create tab) then re adjusting script values as required. If the map has been saved then the only way of redoing the terrain is to Copy/Paste your backup map_dem.png into the map data folder. Further Example; The above settings were used as a base for the road in the image below. To get the desired effect required 4 executions of the script as smoothing was carried out by simply reducing the edge width and heights by one each time the script was executed and finally on the last execution (where Edge Widths and Heights equalled 1, -1 for the right hand edge) by increasing the smoothing factor to 5 for both left and right edges. Spline Placement With this script objects can be placed at various fixed, preset distances, random distances and locations away from or along the spline depending on settings in the script. The objects will be placed at terrain height along the spline (using their individual point of origin location) from the 'S' cv to the ‘E’ cv and aligned to the to the spline along their "Z" axis (unless random location selected). e.g. if you have a hedge that is 4m long and 1m wide ensure the longest section (4m)is aligned to the 'Z' axis otherwise rotate it in GE until is aligned along the 'Z' axis and freeze transform rotation also ensure that the point of origin (where the gizmo shows when object is selected) is at the correct point For best results, open any objects you intend to place in GE and adjust axis and origin accordingly, when done , freeze transform all scale/rotation settings (DO NOT freeze transform translations unless point of origin is relocated) on all the relevant objects. This also applies to any transform groups containing objects that required to be placed using the transform group itself, select the transform group and Edit—Freeze Transformation—Transformation, Rotation and scale This script first requires the execution of the Spline Placement Transform script which will create the correct Transform Group (splineObjects) and the relevant sub groups (objectsTo Place and placedObjects),and also create the relevant User Attributes in the User Attributes panel in Giants Editor as shown below All that is then required is to add a spline (Create-Spline) CUT/pasted into the splinePlacement transform group and add required objects to the objectsToPlace transform group and insert the relevant Attribute values. Note. The splinePlacement transform group has to be selected when entering the User Attributes and also when the Spline Placement script is run. Script Parameters Explanation Refer to image above Set Object Distance -- - Sets a fixed distance between objects along the spline in metres. Use Distance Table ---When selected use the values in the Set Distance Table to set the object distance deselected uses distance value in Set Object Distance Set Distance Table Sets a fixed distance between the objects in the objectsToPlace transform when Use Distance Table selected, number of settings must match number of items in the objectsToPlace transform and be separated by a comma. The first object in the objectsToPlace transform will always be put at the start of the spline (distance ‘0’), the entries in the Set Distance Table refer to the distance to the next object from the preceding one. So in the following example; A total of 3 objects in the objectsToPlace transform 1,2 and 3 Set Distance Table = 4,8,20 -- value in metres object ‘1’ placed at ‘0’ by default so no reference in distanceTable object ‘2 ‘ placed 4m from object ‘1’ object ‘3’ placed 8m from object ‘2’ object ‘1’ placed 20m from object ‘3’ and so on until the end of the spline. A distance of ‘0’ will mean that two objects will be placed at the same location on the spline (e.g lamp post ,hedge ) Any incorrect entries in the Set Distance Table will result in a DISTANCE TABLE ERROR in the Console log. Stay Upright ---- When selected all item remains upright, specifically for trees, poles, lights etc deselected reverts to spline 'X'rotation and original object rotation at the placement point. Random Scale -- -When selected allows random object scale between the parameters set by Scale Low, Scale High values.If an item is already scaled then it has to be freeze transformed (Scale) for this to work correctly, deselected' retains original size. Set ScaleLow --- value of the minimum random scale parameter, the value set applies to all scale axis (x, y, z) at the same time Set Scale High --- value of the maximum random scale parameter, the value set applies to all scale axis (x, y, z) at the same time Random Y Rotation -- -When selected' objects randomly rotated on the 'Y'axis deselected' Y’ axis rotation as original object Random Order -- -When selected allows a random order of objects along the spline deselected retains the order set in the objectsToBePlaced transform group. Random Object Distance —When selected sets a random distance between objects along the spline deselected distance set by Object Distance or Distance Table Set Random Object Distance Seed -- percentage factor used to calculate randomObjectDistance, higher number greater variation in distance between objects Random Object Placement -- When selected places the object away from the spline by the Random Placement Distance deselected objects placed along the spline. Set Random Placement Distance -- maximum displacement distance from the spline, displacement varies between 0 and number chosen Set Fixed Distance -- When selected allows a set distance for objects to be placed either to the left or right of the spline depending on value set in Distance Fixed. If selected and Distance Fixed value set this is also the distance around which Random Placement will start. Set DistanceFixed -- Distance objects to be placed to the left or right of the spline in metres, positive number to the left negative to the right viewed from 'S' cv. Note: The spline is not moved so the set distance between the objects will increase depending on value set (like the spokes on a bicycle wheel from the hub to the rim). Objects will be placed at 90 degrees to the spline on the ‘Z’ axis at the relevant spline point. Whilst this next section is not strictly necessary it can help in creating splines and accurate placement when using the Spline Placement script Creating splines for use with this script. Whilst this step is optional (depending on your spline layout) if used will help in creating a spline aligned to the terrain with a large number of cv’s ensuring accurate placement of any object. As the script works by placing object(s) at their point of origin at set distances along or around the spline, aligned to the terrain height and spline rotation at that particular point, for accurate placement it means the spline must have a large number of cv’s (in this case suggest one every metre) to ensure correct alignment to the terrain. Obviously this would be very time consuming, a quick way is to roughly create the spline path as required without paying much attention to height settings (in fact it can go underground without affecting the final created spline). When satisfied with the spline layout in GE, Select ---Scripts- Spline CSV Creator Set Up, set User Attributes as follows, (b).Map Name – Insert your Full map (root folder) name (Note: Case sensitive) (c.).CSV Distance to ‘1’ With the spline selected Select -- Spline CSV Creator in the Scripts dropdown, the new spline will be created in the CSVdata folder (one will be created if not already there) in your map root folder. A Your Name spline_CSVdata.txt file will also be created in the same folder should you wish to use the spline data for creating a road/rail mesh. Import it into your map by File—Import and navigate to where the CSvdata folder is located (map root folder)and select the spline, the spline will have its original name with the suffix _CSV. It will then appear at the location of your original spline, aligned to the terrain at 1 metre intervals In the following image the Attributes have been set with the Farm Name, in this case Manor Farm and CSV Distance to 1 and the new spline01_CSV imported into GE. Console log also shows the relevant information regarding creation of the new items. It also shows the original spline01 (as just a straight line) and the new spline01_CSV with the cv’s aligned to the terrain at 1 metre intervals. Note: the new spline translations will have been reset to zero. Another method of setting objects away from the spline The following method will only work satisfactorily if the spline hasn’t been Freeze Transformed – Translate. Because the objects are placed on the ‘Z’ axis away from the spline, another way of placing objects at a set distance from the first spline and retaining the distance between the objects is to make a copy of the first spline and adjust the ‘Z’ transformation to the required -/+ distance, replacing the first spline in the splineTransform group with the new spline and executing the script, ideal for fences /hedges alongside roads etc. Occasionally alterations to the ‘X’ axis may be required as well on the new spline to get the perfect alignment. This trick can also be used for traffic/AI splines BUT the spline must be ‘freeze transformed Translate’ before use as a traffic /AI spline. Example. The images below shows examples of the various settings used in the Spline Placement attributes to achieve different results Should you need to delete the objects in the placedObjects transform (eg. Resetting settings or just adding objects) then with the splinePlacement transform selected execute the Spline Placement Delete script. NOTE: The Spline Placement Delete script will delete ALL objects in the placedObjects transform so if doing multiple runs of the Spline Placement script copy paste the placedObjects transform directly into the Scenegraph. Note. The splinePlacement transform group has to be selected when entering the User Attributes and also when the Spline Placement script is run otherwise warnings will appear in the Console log. Using a fence from the in game Farm Fence placeable. In the following image the script has been run twice, the first time to place the pole upright and the second to align the rotation of the panel to the terrain, setting used are highlighted in red. There is no need to delete the poles from the placedObjects transform before running the script for a second time the panels will be placed in the same transform. Note; object Distance is used to set the distance in this case Some of the fence panels will need a slight adjustment to align correctly, which can easily be done by selecting the relevant panel and adjusting as necessary. NOTE: When placing a Transform Group with objects inside it, first select the Transform Group and Freeze Transform --Translate/Scale/Rotation settings before adding it to the objectsToPlace transform. Examples of other settings using the road mesh and splines image from the Blender CSV Road/Rail tutorial Example Image splinePlace_Right To create this particular placement I have first moved the m4m hedge point of origin to the centre of the hedge to allow for better placement on bends, an example of the difference after placement can be seen in inset 2 above. To do this simply select the m4m hedge in the objectsToPlace transform group and set the ‘Z’ translation to -2 and Edit—Freeze Transform—Translation. Creating a 4m fence section Create new transform group copy/paste a pole ( pole02) and duplicate twice so you have three poles copy/paste a panel (panel01)and duplicate once Transform Group should look like this 4mFence pole02 panel01 panel01 pole02 pole02 select second panel01 and translate 'Z' -2 select second pole02 and translate 'Z' -2 select thirdpole02 and translate 'Z' 2 with the first pole02 selected (pole02 Transform group) Edit --Freeze Transformations --Translate now all items in that transform group are aligned at zero with reference to the centre pole to use copy/paste the pole02 transform group into the objectsToPlace transform The 4mFence_Section now has the same point of origin as the hedge. The poly count of this 4m fence section can also be reduced by deleting all the collisions for each item and replacing with a new collision made in the following way Create—Primitive –cube Cut/paste cube into the 4mFence_Section transform and scale to fit when done Freeze Transform –Translate and Scale. Set the Rigid body tab and in the shape tab select Cast Shadowmap, Receive Shadowmap, Non Renderable and Distance Blending. Whilst this only saves a poly count of 48 for each section it can make a large difference over a whole map for example a 400m fence will have a poly count of 80,800 with the new collision as opposed to the original poly count of 85,600 Now with the objectsToPlace transform set up as in the Example Image the Spline Placement script attributes can be set up as follows and executed by selecting Scripts—Spline Placement splinePlace_Left To get the desired effect shown in the Example Image using the splinePlace_Left spline, the script was executed four times with various settings in the script and replacing the items in the objectsTo Place transform with new ones. The image below shows the various objectsToPlace transform entry’s and Spline Placement attributes settings. The image below shows the various objectsToPlace transform entry’s and splinePlacement script settings for each execution/run of the script. The lightPoleLarge01 object on the first run had to be rotated on the ‘Y’ axis by 90 degrees and Edit -Freeze Transform --Rotate to get the correct alignment for placing along the spline and matching the road layout. On completion of the four runs of the script the placedObjects transform group will now have all the above items from the various executions in it, if you are happy with the result then this can then be cut pasted and renamed as another transform group. The Distance Fixed value of -15m in the fourth run of the script means that objects will be placed that far away from the spline and random placement will be based on that figure so in order for the trees to not spawn on the road the Random Placement Distance was set to the lower figure of 10. Note: If you execute the Spline Placement Delete script at any time with the splinePlacement transform selected it will delete ALL items in your placedObjects transform group.
    1 point
  4. I have updated these scripts to use the new pop up panel format currently in GE 9.0.4. The original scripts will still be available should you prefer to use them as sometimes the operation of these new versions may seem a little slower. Refer to the relevant tutorials on ways of using these new scripts Terrain Height,Paint Terrain and Spline Placement scripts (Tutorials) Create Field Dimensions and Farmlands Tutorial Spline Panels.zip available at the end of this topic Installation, copy paste the Spline Panel folder into the C:/Users/Your Computer Name/AppData/Local/GIANTS Editor 64bit 9.0.4/scripts Folder. Spline Paint Panel This is the updated version of the Spline Paint script and no longer needs a separate Set Up script to create User Attributes or a separate Terrain Layers script to print the terrain Layer no as a reference. The script itself works roughly the same way as the previous version so parts of the tutorial are still relevant regarding operation. Texture’s are now automatically read from the map.i3d and selected by using the relevant drop down arrows, any additional textures created and added to the map.i3d will also be automatically added to the drop down selections. The script only needs to be activated once further execution is done via the Paint Button. To activate the Paint Terrain by Spline pop up, in GE -- Scripts—Spline Paint Panel the following panel will it appear. Measurements can be inputted manually (recommended) or by using the sliders <> next to the relevant boxes. Example image showing texture drop down with DIRT Selected Once you have made your selections ensure the spline is selected (if no spline selected a warning will appear in the console log) and select the Paint button at the bottom. Other splines can be used simply by selecting them adding any new settings and selecting Paint. Random Paint is carried out the same as before, this time by selecting Selected in the drop down then add your settings and select the Paint Button. Individual sides of random paint(left or right) can also be selected by selecting -1 (at the bottom of the drop down list) in the non painting edge texture drop down. Spline Height Panel This updated script no longer requires a separate Set Up script or use User Attributes to work. Activate the Set Terrain Height by Spline pop up in GE by selecting Script—Spline Height Panel this only needs to be done once in each session as the Panel can be used with other splines without further activation, execution of any new settings being carried out by selecting the Set Height button The settings can be set either manually or by using the slider <>. A spline can be selected before or after filling in the various settings, if a spline is not selected a warning will appear in the console log prompting you to select a spline When happy with values and with a spline selected, select the Set Height button at the bottom of the panel to activate the script. There are some restrictions on minimum/maximum values, Set Centre Width – 0 to 255m Set Spline Height -- -50 to 255m (-50 to allow for spline transformations on higher terrain) Set Edge Width -- 0 to 50m Set Edge Height Left/right -- -20 to 20 Set Edge Smooth Left/Right – 1 to 20 Set Distance Between Points – 0.5 to 100 The existing tutorial on Spline Height can still be used for reference. An updated version of the Spline CSV Creator Panels script is available here https://farmerboysmodding.com/index.php?/topic/2471-spline-csv-creator-panel-updated/ This new version creates a spline.obj file from the newly created spline for direct import into Blender without the need to convert from a .csv file This spline.obj will still need converting to a curve in Blender to create roads etc. Spline CSV Creator Panel This updated script again no longer needs a Set Up script to initialise User Attributes to work. It now does not need a map name inputted as the script automatically puts the CSVdata folder created by the script and containing the new spline.i3d and splineCsvData.txt files in the same folder as the map.i3d Activate the CSV Creator pop up by selecting Scripts – Spline CSV Creator Panel in Select a spline, enter the distance required between CSV points and select the Create CSV button. Other splines can also be used by repeating the above ensuring that any new splines have a different name. Used in conjunction with the Blender Plugin for CSV Data Field Creation(Dimension) Scripts These are in a separate folder called Field Creation Scripts and consist of three separate scripts that are needed to perform a complete field creation. Create_FieldDimensions Panel The pop up Create Field Dimensions is activated in GE by selecting Scripts—Field Creation Scripts - Create Field Dimensions Panel No further activation is required as further script execution is now done by the Create Field Dimension button The FieldDimension_SetUp script is no longer required as the Create Field Dimensions Panel script when activated now automatically creates a new transform Group in the scenegraph 'Field_Creation_Transform' with all the required transform groups. Create_Field_Dimension pop up The Main Fields transform to create the fieldDimensions will be the fieldsNew –fields transform group and Markers transform newFieldMarkers – Markers. Field dimensions created for the Paint Farmland Field xml Panel will use the farmlandDimensions –fields transform group and the same Markers TG (once the markers have been reset to suit) Once the markers are created select the relevant fields transform enter the field no and select the Create Field Dimension button to execute the script. Any duplicate field numbers will activate a warning text in the console log. Paint Farmland Field xml Panel This panel is activated in GE by selecting Scripts—Field Creation Scripts – Paint Farmland Field xml Panels Panel. As is the case with the other scripts no further activation is required as all execution is done by the Create Farmlands button Set Path to XML – gives two choices farmlands.xml, if your farmlands.xml is in the same folder as your map.i3d or xml/farmlands.xml if you farmland.xml is in a separate xml folder in your map.i3d folder. These two paths are the most commonly used by map makers if you have the farmlands.xml elsewhere then I suggest moving it temporarily to the map.i3d folder. Set Total Fields – this is adjustable either by manual entry (recommended) or by the slider <> between 1 and 255 the 130 is an arbitrary figure farmlands.xml entries will still only show your actual field numbers. Set Land Price – is the multiplier applied to any land prices adjustable either by manual entry (recommended) or by the slider <> between 0 and 10 Set NPC Area – Allows choosing of an NPC area "ALPINE","US","FR" from the drop down selection can be different for each field if required. Number of Different NPC’s -- This is the number of different NPC’s available in the base scripts a number between 1 and 15 is randomly chosen by the script or can be selected manually for each field ownership created. Number can be increased if map maker has added extra NPC’s. Show on Farmlands Screen – If Yes then the field is shown on the games Farmlands screen, No the field will not be shown, used in cases where the farmland is bought with a placeable i.e. BGA Default Farm Property – Yes assigns that field to the ownership of the default (player) farm, No field is then buyable in the normal manner. Once all the relevant details have been entered select the farmlandDimensions –fields –field01 for example and select the Create Farmlands button. The infoLayer_farmlands.grle will have been painted (can be checked in GE by selecting the Terrain Info Layer Paint Mode together with the Info Layer –farmland and the Lands Farmlands number) and an entry for that field created in the farmlands.xml the field number being obtained from the field name i.e field01 will be Field01 in the farmlands.xml Warnings will appear in the log if a field number already exists in the farmlands.xml Subsequent fields can be created by selecting the next field number in the farmlandDimensions –fields transform and selecting Create Farmlands I have included the Paint Field Ground Foliage script (although not yet updated, WIP) together with its reference image, in this folder to keep all the scripts for Field Creation together. A little tip for speedily resetting the markers to create the new field dimensions for the Paint Farmland Farmlands xml script is to scale the X and Z axis by a factor of 0.1/2 depending on size required, (marker size has no effect on actual position) but bear in mind the scaling will be done with reference to the Markers TG (fieldmapIndicator position) so could appear distorted depending on position Spline Place and Spline Foliage scripts will also be updated to use the new pop up panel system in due course. Further information and guidance can be currently found in the Create Field Dimensions and Farmlands Tutorial, though this will also be updated in due course to reflect the changes. Spline Panels.zip
    1 point
  5. Create Duplicate Offset Splines This is an updated version of an original script by TracMax all I have done is added a simple panel UI and allowed the creation of a new folder (parallelSplines) in the same place as the map.i3d for the newly created i3d and txt files. As always copyright remains with the originator. One use of the script is when creating roads/lanes etc as it creates a new spline at the chosen distance parallel to the original so making it easy to add fences/power lines etc aligned to the roadway/lane and also for traffic/pedestrian splines To install Download the Parallel Splines Panel.zip (available at the end of the tutorial) unzip and copy/paste into the following directory. C:/Users/******/AppData/Local/GIANTS Editor 64bit 9.0.6/scripts Replacing * with your computer name. Using the script Select -Script -Parallel Spline Panel in GE --Scripts in the pop up select the spline, enter desired offset and select Create Offset Spline, a new folder will be created in the same place as the map.i3d called parallelSplines and the newly created spline .i3d will appear in this folder along with a data.txt file for that spline, data.txt file suitable for importing into Blender with the correct alignment using the addOn available here, https://farmerboysmodding.com/index.php?/topic/2438-blender-plugin-300-and-above-for-splinecsv-data/ The spline name will include the following:- name of spline (in scenegraph) offset value parallel.i3d e.g. spline02_-10_parallel.i3d A message will also be printed in the console log showing the two files have been created in the parallelSplines folder. New Spline .i3d and .txt files: spline_20_parallel.i3d and spline_20_parallelData.txt created in /parallelSpline Folder The full file path to the new spline.i3d will also be printed in the log. Then simply import the required spline into GE in the normal manner and use as required. Although the spline can be used in conjunction with an existing splineObjects transform group I suggest creating a new splineObjects transform group (Select – Scripts - Spline Placement Combined Panel) otherwise if deleting placedObjects you could delete all previous object placement. The following image shows the operation and the resultant new files in the folder. ParallelSplinePanel.zip
    1 point