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Dickieboy

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  1. I am absolutely definitely NOT looking at another map before I've even released the one I have spent 3 years working on honest. BUT... 😉 I have downloaded a few Lidar files from DEFRA and put them into Google. Where they meet there's a very obvious join/gap. I'm assuming that I need to get the files merged in some way, and have tried to bring them into MicroDem but it gives me a message about missing GDAL and then tells me it can't. the files I have are 1m tif's. Is there a way to do this or not do you know Wrinkley?
  2. I've been mucking around redoing some of the foliage on my map, and using this script. I'm noticing an odd thing, that the foliage I'm getting is "shifted" or offset to where I'm actually painting by what appears to be a single pixel. This is the masked area, I run the script and it puts grass here You can see on the left that it appears to be outside the masked area, but on the right edge it seems to have respected it better. Now If I then run a different "creator" to remove the foliage from the areas covered by the indoor mask, you'll see it's shifted even more. Before After You can see that none of the grass on the bottom left has been removed (where I'd have expected it to be, but the top right edge has been removed outside of the masked area. Any ideas?
  3. Dickieboy

    Snow mesh

    Yep. I think I've resolved the snowmesh issue (ie, it shows up in game now - not sure exactly what I did to resolve it but I think maybe I hadn't UV unwrapped it), but Giants have just rejected the mod yet again. Getting pretty pissed off with it now, none of the things they're whinging about as far as I can see are actually part of their published rules, nor do they actually bother giving any documentation or explanation how to resolve these things - snow dust and building shader for example. I can see why so many people don't bother going through the modhub.
  4. Dickieboy

    Snow mesh

    Is there anything required in terms of the xml, do I need to point where the winter TG is, does it need to be called "winter" etc.
  5. Dickieboy

    Snow mesh

    Yeah, that's what I've done. I just don't understand it.
  6. Dickieboy

    Snow mesh

    Anyone any tips on how to make the snowmesh on a roof actually work? I have watched and followed Red Phoenix's video countless times, done what appears to be what he's showing (not helped that he's using different blender set up and addons and whizzes through it), and no matter what I do, the snow mesh just doesn't appear in game. If I use EDC to add snow, other buildings on the map clearly get their snowy roofs, just not mine. What could I be doing wrong? Is there something needed in the xml to get this to work?
  7. I think what he means is that a plane is visible at lower levels if the object the plane is supposed to be in, changes shape. For example an icecream cone shape, the plane is big at the top and would stick out either side at the bottom.
  8. that's what I initially thought, but it picks up the terrain Density and scale and pixels per unit correctly. What turned out to be the problem seemed connected with the setting for water height. I reset it to 0, and it worked flawlessly. Bit odd really.
  9. Dickieboy

    Indoor Mask

    I really don't want to have to do the indoor mask by hand as I find the painting tools in GE tedious to say the least. I have written a script which will take a start, width and height parameter from transform groups in the same way as you'd define them for a single placeable, and paint the area for you. Just set the TG's in the corners of buildings you want to be excluded from the snow fall. This works create for buildings/objects that are square, but won't work for roads or different shaped buildings particularly easily. However, I see there's a script shipped with the GE which creates a mask for you, using raycasts to find the objects and so on. However, if I run it on my 4x map, the first time it produces a really blocky and unrefined/coarse result. The second time I run it, it just whirrs and whirrs. Has anyone used this script, and if so, used it successfully on a 4x size map?
  10. I have 64GB of RAM and an I9, and a long road can take a LOOOOOONG time to do the height adjustment, upwards of 10-20 mins in some cases on my 4x map. So give it chance.
  11. @WrinkleysRule Am I right in thinking you just need a script to import the csv to create verts and edges from it? If so, I think I've written one.
  12. Dickieboy

    GUI Help

    Hi mate, thanks. I did, yes. The GUI on most mods was far more complicated than I needed and was muddying the waters, however I have got what I wanted working in the end, thanks to a bit of help from the author of EDC and others.
  13. Dickieboy

    GUI Help

    Probably a bit of a longshot given the absolute lack of resources on this out there, but is anyone able to help with scripting a functioning GUI? I've got the basics of my code done to read the data from the xml, and implement what the player might choose, BUT the gui bit to allow the player to pick their starting farm is just annoying AF.
  14. This is brilliant, and will be used extensively on my map, thanks WR. Your updated scripts have been an absolute godsend to me, I prefered doing the painting by hand in 19 with the terrain resolution increasing in 22 I'm getting a much better and more realistic result with the scripts than I was before, and it's sped up the workflow massively. i've been able to redo areas I wasn't happy with in fractions of the time it's taken to get to where I was when I converted to 22.
  15. Also, not sure if the random placement distance works in the spline placement script. My objects are suspiciously all the same distance apart. Regardless of what I set.