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WrinkleysRule last won the day on December 17 2022

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  1. Yes a python script is required to open the csv file in Blender, there is a link to the download in the tutorial for the only version currently available which only works in Blender 2.93 https://blenderartists.org/t/a-script-to-import-a-csv-file-and-create-meshes-for-blender-2-5x-or-later/501410 If you have a created a python script that does the same in Blender 3.2 and above that would be great. I did look into creating a mesh fom the CSV data in lua so the spline could be exported as an obj mesh but decided to go with the CSV conversion instead (easy option)
  2. Not much help I know but I presume you have looked at other mods that use an interactive GUI like EasyDev controls.
  3. Glad you like it, it does give another dimension to terrain textures, as always use a blank map to experiment on with the all scripts before using on a WIP map and make a note of any settings that you like for reference. Just a little reminder, if you save the map the attributes and values entered are saved for each individual spline so when opening a map for a fresh session the attributes and values are still there.
  4. Given the interest shown in the pothole example and the problems when textures are aligned to terrain sections (North/South, East/West) I have redone the Terrain Paint Scripts to include a separate section which allows the painting of a texture at random distances around/either side of a spline which can simulate a pothole effect or just add a random texture to others i.e path texture GRAVEL random texture GRAVELGRASS The new scripts Terrain Paint R Set Up and Terrain Paint_R are described below and are available in the Terrain Paint R zip at the end of this tutorial to install just copy/ paste the scripts directly into C:\Users\YOUR COMPUTER NAME\AppData\Local\GIANTS Editor 64bit 9.0.3\scripts (or whatever GIANTS Editor 64bit version you are using) They can replace the exsisting Terrain Paint and Terrain Paint Set Up scripts if desired. The TERRAIN PAINT section of the new script works in the same way as the original terrain paint script all thats been added is an extra RANDOM PAINT section. To use the TERRAIN PAINT on its own leave the 'Select Random Paint' attribute deselected if this attribute is selected ONLY the RANDOM PAINT section will be executed when the 'Terrain Paint_R' script is selected Create a spline in Giants Editor and align the spline along the terrain to whatever area 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 R Set Up' This will create the User Attributes necessary for the Terrain Paint_R script User Attributes panel after executing the 'Terrain Paint R Set Up' script A print out in the Console log of the terrain layer textures in the following format will also be created 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 Both sections TERRAIN PAINT and RANDOM PAINT are executed independently using the Terrain Paint_R script. If the 'Select Random Paint' attribute is selected only the RANDOM PAINT section is executed and conversley if deselected only the TERRAIN PAINT section is executed Description of settings in TERRAIN PAINT Attributes section 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) Once set up then select the 'Terrain Paint_R' script to execute, ensuring 'Select Random Paint' attribute is deselected, A print out in the GE console log will detail the following TERRAIN PAINT attribute 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 Description of settings in RANDOM PAINT Attributes section Select Random Paint --- When selected and the 'Terrain Paint R' script executed only allows RANDOM PAINT attributes to be used for painting. Must be deselected to allow the normal Terrain Paint Script Operation Random Width --- Value sets the maximum the texture is painted around the spline e.g a value of 16m will paint the texture a maximum of 8m around/either side of the spline Random Texture --- Texture Layer number from Console log Distance Between Textures --- Sets the distance between textures, the larger the distance the less textures the smaller the distance more textures and sometimes greater size due to close proximity of textures. Once the RANDOM PAINT User Attributes have been set then, With the spline selected Select ---Scripts--- 'Terrain Paint_R' the chosen texture will then be painted according to the RANDOM PAINT User Attribute settings A print out in the GE console log will detail the following RANDOM PAINT attribute settings for reference Spline Name Random Texture: no, name Random Width: (m) Texture Distance: (m) If you are not satisfied with the random texture result then simply deselect the 'Select Random Paint' attribute and execute the Terrain Paint_R script which will then repaint the original TERRAIN PAINT settings overpainting the unwanted random texture which can then be repainted by reselecting the 'Select Random Paint' attribute and after adjusting any attributes as necessarry select the Terrain Paint_R script again. Note: Because the texture is painted randomly around the spline there will be some textures painted before and after the spline ends, which can easily be cleaned up by using the normal terrain brush. The images below show the results painting with the TERRAIN PAINT section and then with the RANDOM PAINT section to give a more natural pathway effect with a print out of the attribute settings in the console log on the right of the pictures. Image 1 Settings Set Centre Texture Width --- 8m Set Edge Texture Width --- 4m (Value set is applied to both left and right edges) Set Edge Texture Left --- 109 GRAVELGRASS. Set Centre Texture --- 113 PATHWAYGRAVEL Set Edge Texture Right --- 107 GRAVELDIRT Set Distance Between Textures --- 0.2 'Terrain Paint_R' script executed A 16m wide pathway has been painted with different textures either side of the path Image 2 Settings TERRAIN PAINT settings left as before RANDOM PAINT Settings Select Random Paint --- Selected Random Width --- 16m (from TERRAIN PAINT Settings 8m = two 4m edges = 16m) Random Texture --- 109 GRAVELGRASS Distance Between Textures --- 1 'Terrain Paint_R' script executed A random GRAVELGRASS texture has been painted over the 16m TERRAIN PAINT textures Image 3 Settings TERRAIN PAINT settings left as before RANDOM PAINT Settings Select Random Paint --- Selected Random Width --- 16m (from TERRAIN PAINT Settings 8m = two 4m edges = 16m) Random Texture --- 91 waterPuddle Distance Between Textures --- 2 'Terrain Paint_R' script executed A random waterPuddle texture has been painted over both the previous script executions giving the impression of potholes The above images are just an example, always experiment and try out the various script settings on a blank map before using on a WIP first Terrain Paint R scripts.zip
  5. No problems here with the either Random Object Distance/Random Object Placement settings , though I've just noticed the descriptions in the tutorial above have not been updated to the new labels. Now corrected with some additional information. For Random Object Distance to work it must first be selected then a Set Random Object Distance Seed value inserted , higher number greater variation in distance
  6. Unfortunately there doesn't seem to be any commands within the Giants Editor Lua set up that will allow painting of foliage or terrain detail by spline, unlike the textures which have the 'setTerrainLayerAtWorldPos' command Why don't you just use the spline to create the field border, then using the Limit to Texture box in the FoliageLayer Painting panel to paint the chosen Terrain Detail without overpainting the spline paint texture. for example spline paint -- grass foilage Layer --Terrain detail --Ground TYpe --Cultivated Limit to Texture -- dirt or whatever the terrain texture is inside the spline grass border area Because of the way the terrain is painted you will only be able to get precise edges by painting in a North/South or East/West direction following the terrain sections. You can also use the new field spline to place hedges/trees etc around your field, (removing sections for gateways manually of course) The image below shows the result of the above settings although I have substituted the dirt texture for Rough Sand to give a clearer indication of the painting--- centre texture is the Terrain Detail ---Cultivated
  7. By pointing off to one side do you mean they are at the correct point but at 90 degrees to the spline, if this is the case then the problem is likely to be incoorect rotation on your power pole, they must point along the 'Z'axis, rotate it in GE until is aligned along the 'Z' axis and freeze transform rotation -----o------ power pole ^ direction of 'Z' axis
  8. It appears that the only way to do this at the moment is to ensure you are not following the terrrain sections i.e straight north/south and east/west. try creating a 'S'' bend splineand then paint the terrain. In the meantime I will look at this problem further to see if it can be rectified
  9. Scripts have now been updated to correct problems when used with custom maps using a pixel size other than the default 'TerrainTransformGroup --- unitsPerPixel="2" '
  10. If you are refering to a script that places objects a set or random distance either side of the spline then the Spline Placement script does exactly that see the tutorial.
  11. Glad that change solved your problem, as I said I will do some further test with both of the scripts that use that sequence (Terrain Height,Terrain Paint) before updating the Updated Spline Scripts.zip package with the new settings.
  12. To overcome this problem change the following in the Terrain Paint script at line 99 "for i = 0, mSideCount, 1 do" to --- "for i = 0, mSideCount, mSplinePiece do" this will set the texture paint distance to the "(s).Set Distance Between Textures" value I will do some further tests before updating the main scripts to this new setting
  13. In the User attributes there is a setting for adjusting the distance between textures when painting "(s).Set Distance Between Textures" which is set by default at 0.5, try lowering this figure to say 0.25 and see what result you get. Your image is almost the same as the example image in the tutorial of a setting of 1.5 in the "(s).Set Distance Between Textures" attribute.
  14. Added Updated scripts due to a couple of errors in Spline Placement script. Line 62 should read --- local monitor = getNumUserAttribute(splPl) not ---local monitor = getNumUserAttribute(mSplineID) Line 74 should read --- local scaleHigh= getUserAttribute(splPl, "(h).Set Scale High ") not --- local scaleHigh= getUserAttribute(splPl, "(h.)Set Scale High ") Apologies for errors
  15. Some useful information for map makers implementing AI paths by The SuBBie over on the main Giants forum https://forum.giants-software.com/viewtopic.php?f=895&t=196704