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Dickieboy

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Everything posted by Dickieboy

  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.
  16. they're not 90 no. The object is the same one that I used for other splines which worked perfectly. I think I worked out that it's something to do with the direction of the spline in relation to the way the objects should go. Put the S and E at the opposite ends and it works fine. In the meantime, I've just manually rotated the gazillion that were planted wrong on the more complex splines I'd already done 🙂 haha. it's still saving me a considerable amount of time anyway.
  17. Bit of a weird one again, used the spline placement to place several splines worth of power lines with zero issue. Doing a freshly placed spline again, the powerlines are all pointing off to one side. Spline is not rotated, and neither is the template object...?
  18. Just started playing about with the new paint by spline script. I'm trying to create the random puddle effect you did, but all I get is a band of my colour across the width every 5m (my distance is set to 5 meters. How did you get the more random effect you show?
  19. Thanks. It turned out that the height scale on the template map was set very different to the value that my 19 map was set. Once done, that sorted it out.
  20. I've finally started looking at converting my not quite finished 19 map into 22. I've found a decent 4km template which had all the different ground textures, and I've brought across my weight files and they all show OK. My DEM however feels like it's been "flattened", as in, I've brought through an initial export of objects from the 19 map, and they are floating way above the ground. It's like the vertical units have been set wrong somewhere? The DEM has definitely been brought in, as I can see some features I recognise, they're just not as pronounced as they used to be. Anyone able to help?
  21. Thanks, I'm not familiar at all with Blender so I'd rather not go down that rabbit hole unless absolutely necessary. I've managed to resolve the issues I was having with SSC by manually changing the gizmo provided rotations, with hand typed ones. Laborious, annoying, but it seems to have worked. Now I need to figure out how to do proper junction markings but I feel like I'm making some significant progress quickly. The end product is never going to be as good as people who know what they're doing but we have to start somewhere. I'm planning on looking at your spline placement scripts next to populate the road edges with trees and hedges.
  22. Thanks. The issue was twofold, I'd inadvertently been creating the weight files as 2049x2049 because I was using the sat map png as the base, and the second was the 8 bit single channel one due to paint.net not saving in the correct format. I've sorted both those in Gimp and it's working fine, I'm pissed with myself because I should have spent a whole lot less time faffing on that and read the bloody GE console as the error was clearly stated in there. Lesson learned. I'm now looking at the roads, and have had some initial success using street spline constructor on a relatively straight road but am now running into problems with some of the more twisty and convoluted roads, it either doesn't create the file complaining about angles too great, OR, it creates the road and there is a ruddy great 180 degree corkscrew part of the way down. I can't quite get my head around why GE changes the X and Z rotations of an object when I rotate purely around the Y axis, it flips from 0 to 180 or -180 and that's what's causing the issues, but I'm damned if I can figure out how.
  23. Sadly I found this thread after I'd already sorted my DEM using someone else's tutorial and so I haven't got the stuff for borders and will probably have to wing it. I am however trying to use your technique of bringing the field edges and roads into the GE with the weights files. I've traced the fields in paint.net in white and saved it as the sand weight png with the rest of the file black obviously, but nothing shows in GE. I can see on the asphalt weight files the roads I had painted within the GE myself and nothing looks different particularly between the two files (obviously the shapes are different!). Is there a line thickness issue maybe? Or I've used the wrong white and should have used a grey?