#Outside Terrain Tool
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Outside Terrain Tool is a unique tool that will allow you to create an outside terrain for both regular and island maps.
What is "Outside Terrain"? Outside terrain is some kind of game space located outside the main map. This approach is used to visually "hide" the borders of the map.
Outside terrain was actively used in Arma 2 and Arma 2: Operation Arrowhead, and the Chernarus map can serve as an example.
The Outside Terrain Tool was developed by me as a proof-of-concept so that I could make sure that I could implement a similar technology in Arma: Reforger. This is a **VERY **experimental tool that may contain some problems.
Outside Terrain will be divided into two separate addons:
- Outside Terrain Core is the minimum necessary addโon needed to display outside terrain.
- Outside Terrain Tool is an addon for the World Editor, which is necessary for map developers to generate outside terrain.
Features of the Outside Terrain Tool:
- Ability to generate an outside terrain of varying detail quality.
- Ability to generate an outside terrain with a maximum size equal to the size of the main terrain (I don't know why, but it's possible).
- Physics layers support (the player and equipment can move around the outside terrain).
- Generation of the landscape outside terrain based on the landscape of the main map.
- If you are a developer, you can create your own generators for the tool.
- Ability to modify the landscape outside terrain using Noise Modifier and Smoothing Modifier.
- Ability to configure which sides the outside terrain will be generated from. This is especially important for maps with the peninsula.
The first map to feature outside terrain will be Takistan. Therefore, both the Outside Terrain Tool and Outside Terrain Core addons will be released to the Workshop along with the release of the Takistan map.
nice will defiantly use this when its released
Good stuff hombre ๐ this will help get everything nice and polished for everyone.
How does the outside terrain work from a technical perspective?
At the moment, tool supports only one generation method - using chunks. Initially, a height map of the world terrain is taken, after which necessary modifiers are applied to it. As soon as the height (elevation) map for outside terrain is prepared, chunk objects are created on sides of the world
I also had ideas related to use of Quadtrees and Slices, which would allow me to reduce number of chunks without quality degradation, but I ran into some difficulties and not finished these generation methods
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How do the chunk objects work? What are they, exactly?
I tired to get Kegan to do this when he was doing world generation/ Minecraft mod. Glad to see someone else finally doing it
These are just (custom) mesh objects that support a height (elevation) map up to 1024x 1024 units (or 32x32 heightmap points)
You're not generating mesh and colliders?
The basic idea of chunks is reflected in SCR_TerrainMeshEntity
Ah, understood
Somehow I never came across this
They are created during generation
Sorry if I didn't understand, this generates terrain so that the end of the map cannot be seen?
Yes, outside terrain is created along the edges of world main terrain, which allows you to hide the boundaries of the map (the void at the end of the map)
how does bohemia do in dayz
How is the Performance with the outside terrain is light on the performance or heavy ?.
Theoretically, it depends on the quality and size of the outside terrain. But as far as I know, Occlusion Culling (rendering, I'm not sure how it works with colliders) in Enfusion works correctly for generated chunks
ok, Thanks for the answer ๐
Actually something we needed for map development
@idle tiger
@manic swallow !
!
!
thought you might be interested
it is now that i scrolled up. was busy trolling you a bit
Very hype
this actually might be the exact thing i'm looking for
even a few mountains would look better than the current sea
for now i will upscale a painting to gigantic size and place it on map borders. :D
starry night if i may propose
This is a great mod for every mapper that doesnt work on an Island - or in some cases even for those ๐
Lovely work you put in there. Keep it up ๐
Gets excited for this being used for Zarichine ๐
Nice work OP.
So is the outside terrain playable space, ie players can walk/drive around on it?
Oath lad๐ป
Yes, it is indeed possible to walk & drive vehicles around the outside terrain, but tool task is more visual (idk how the Enfusion will react to this) - to hide the boundaries of the map
@final ice
This is gonna be great for maps that aren't islands, including mine. I feel like this should've been a thing in Enfusion already.. Either way looking forward to this one! Godsend!
So this is still in dev?
๐ฏ ๐ฑ
๐ช๐ฅ๐ ๐คช ๐คฏ ๐ ๐ ๐ฆ
Madness Mr Rex ... RESPECT for that ๐ช
@thorny bough this might be useful for Saigon ๐
This is fire asf
hey! any update on the current progress of this? seeing as Takistan has no definitive ETA?
Outside Terrain Core & Outside Terrain Tool is out now!
Links to Arma Reforger Workshop:
Outside Terrain Core
https://reforger.armaplatform.com/workshop/61F0D506562D9BC9-OutsideTerrainCore
Outside Terrain Tool
https://reforger.armaplatform.com/workshop/61F2B96F0D3F27D4-OutsideTerrainTool
๐ง Be careful ๐ง
This mod is a proof-of-concept project. While it demonstrates the potential of outside terrain generation, its functionality may vary depending on specific use cases or engine behavior.
I shall be getting this in my map ASAP. I've purposefully held off designing an out of bounds terrain or placing any water in anticipation for this.
So I've generated twice.
Once doing "simple" once doing "subdivided".
Simple worked like a charm, subdivided gave these results https://i.gyazo.com/d023deeb75e679432a2dc3759041c7f6.jpg https://i.gyazo.com/830a0cec3a742a739668aead48dae1aa.jpg
Oh, it seems that unfortunately, situations in which map doesn't have a 1:1 ratio (1:2, etc) were not considered. I will try to rework one of the generation algorithms and expand the generation capabilities in the near future
What is the size of current map that the outside terrain is generated for?
Small
https://i.gyazo.com/b4f8012c1ffb33b554729a4f683e204b.png
Loving this tool!
Thank you so much for this, amazing bit of work.
Very impressed with how easy to use this mod is.
i hope bohemia is taking notes, this is the bomb. Godspeed !
Not sure if I'm doing something wrong but the Out of bounds terrain doesn't seem to save after I reload the world?
The tool for the most part seems to work well.
Was literally just about to publish my maps update, till I noticed it didn't save once I reloaded.
Hi so how can i align it with the terrain!
Hello!
In some situations, there may be an error in calculating the elevation points from default terrain heightmap (I have not yet figured out what this is related to). Therefore, in some cases, you need to manually adjust the location of the chunks: either using the "Chunks Position Offset" parameters, or using the "Chunks Depth Offset" parameter.
Also, in some cases, increasing the** quality parameter** helps.
It is also possible to edit the height map of each of the chunks: just click on the entity of the chunk in the World Editor and edit the values. But it's not very convenient.
@misty vapor
Any idea on this pal?
I'm sure you've tested this enough to know saving works.
But mine just doesn't appear after reloading?
It looks like I need to test this. I have not encountered such a situation yet ๐ค
To clarify. Before todays release. Was this tool used on another projects other then the Takistan in development.
Maybe because my maybe is 2x1km?
If you want to test this out on the map yourself, my map is called Longmoor.
Only on maps with a 1:1 aspect ratio, but I don't think that's the problem. I will try to test it further on your map
Thanks dude
Hm... It looks like after world reload outside terrain is still in place. Or in what situation did he disappear? In the game or in the editor?
So. I would go in world editor, create the outside terrain (I can see the chunks in the layer), save the file, close the world editor, reopen my map, and the outside terrain is gone.
Did you use the settings I had above, here? Just in-case?
You can check the .layer file in the project directory. Should there be an OutsideTerrain.layer file in the Longmoor_Layers directory after generating the outside terrain and saving the map?
Yes the layer is created and is filled. I then save, close world editor, reload the terrain, and the layer is there, but empty.
Hmm, that's weird. It looks like I need time for additional testing for this potential bug
Glad I could help locate a bug I guess.
Is the Outside Terrain Core loaded to project, after restarting the World Editor?
Yes. I open world editor and I can click the button and open the tool
Are scripts with the OTC_ prefix available at this moment (you can check in the Script Editor)?
Ummm. I have no idea how to check this. I have SE open right now in my project.
The project tree and the search field above it are displayed on the left side
Yes these two are there
It looks like the problem is really deeper than I expected. Thanks for the help, I'll try to figure out the problem
Does this exist yet?
@graceful junco
Can I ask.
Would you be able to create the outside terrain for me and then send the file over and let me see if the terrain is still there?
Here is the generated Entity Layer with chunks of Outside Terrain. At least this Layer is displayed correctly in my project (on your map) ๐ค
Just checking, but you said that even after you close and reopen the workbench, the layer is still filled?
So I've tested this.
I used your layer, put it in the project, it appeared, I saved and closed workbench, reloaded, and the out of terrain you made for me is there still.
I don't know what happened that caused my out of terrain not to save.
Various bugs and optimizations on the part of the World Editor cannot be ruled out.
Perhaps, when saving the map, the World Editor cut off all objects outside the map, considering them unnecessary. But that's just a theory 
Very odd
Maybe someone will be interested. Since a recent update removed the built-in "Import Object" tool from the World Editor, which placed objects on the map using data from a CSV file, I decided to write my own implementation, since my friend needed this tool.
It works almost the same as before, but has slightly expanded functionality.
Link:
https://reforger.armaplatform.com/workshop/6452AEF260F91B98-ObjectImportTool
Yep. During the development process, I came across various editor bugs. So... I'm not surprised ๐
I might use this in my next map
yo, how exactly am i supposed to use this? do i just go into reforger game itself, download it and then just open the editor?
Debug land yipeeee
This is an addon for the World Editor, which is included in Arma Reforger Tools. But in any case, you need to subscribe to the addon in Arma Workshop and open the project in Arma Reforger Tools
Would it work to make it a dependency?
Only the Outside Terrain Core must be specified as a dependency for the map. It is this addon that contains everything necessary to display (render) the outside terrain in the game
Ahh okay so I donโt need to the touch the outside terrain tool files?
Outside Terrain **Core **- allows you to display (pre-generated using the Outside Terrain Tool) the outside terrain in the game.
Outside Terrain **Tool **- allows you to generate an outside terrain in the World Editor.
For map creators:
If you are a developer who wants to generate an Outside Terrain for your map, you need to run the project together with the Outside Terrain Tool (it has a dependency on the Outside Terrain Core by default) in order to access the necessary tools in the World Editor.
It is important that when publishing your map, you do not need to specify the Outside Terrain Tool in the dependencies - just specify the Outside Terrain Core as a dependency.
For players:
If you are a simple player, then to play on a map that supports Outside Terrain, you must subscribe to the Outside Terrain Core addon.
Thank you Iโll try it out๐
At the moment, I'm trying to fix the problem with connecting the outside terrain to the main terrain. Now, all types of generators have a problem with the appearance of "holes" in some places. I assume that this is due to several factors at once: rounding problems, inaccuracies in calculating the density of chunks, etc.
I am currently studying the problem and experimenting with its solution. As soon as I manage to solve it, I will update the tool to version 1.1.0, adding a progress bar (for generation process) and a new outside terrain generator that will avoid the problems of connecting terrains.
The problem was solved. A new, more accurate Outside Terrain generator will be available in the next update
@cobalt nexus
Outside Terrain Tool - Update 1.1.0
Added:
- Added a new, more accurate outside terrain generator type, which is now the default generator.
- The progress of the process is now displayed during the generation of the outside terrain.
Changed: - By default, the size of the generated outside terrain is set to "Small".
โ ๏ธ Please pay attention:
The new outside terrain generator is based on the value of the number of blocks in each tile of the main terrain. Therefore, before generating, make sure that these values match those specified in the "Terrain" category on the toolbar. By default, the tool assumes that there are 4x4 blocks in each tile of your terrain.
You can view the value of your terrain using the "Terrain Tool" in the "Info & Diags" tab (the property is called "Blocks per tile").
Hey so i used the outside terrain tool as a dependency on an existing project but its not showing up, do i need to start from scratch?
Is the addon displayed in the "Open with Addons" menu?
is that menu in the world builder?
When opening Arma Reforger Tools, you need to right-click on the project and there is an item "Open with Addons".
oh okay so i dont need to make it a dependency i just need to open it with my project?
Yes, only the Outside Terrain Core is needed as a dependency
ah okay i understand
do these settings seem fine?
Not bad, but don't forget to check the parameters in the "Terrain" category
yeah they match with my terrain
UPD. Due to recent tests, I strongly recommend using the "Default" generator in conjunction with some other generator (preferably "Simple").
The following strategy for generating outside terrain is proposed:
- Generate outside terrain using a "Default" generator with a "Small" size.
- Generate an outside terrain using a "Simple" generator with any size, but specify different values for the "Entity Layer Template" and "Entity Name Template" so that the layer names and chunk names do not match the previous generation.
- Manually delete the intersecting chunks.
Thus, an optimal outside terrain will be formed.
Do not generate a large (larger than "Small") outside terrain using the "Default" generator if your map is large enough.
This will lead to problems with enf_staticbuffer and will cause the game to crash.
Whenever I try to play after generating a terrain I crash, Iโve tested without the terrain tool, with the terrain tool, and after generating the terrain. I only crash after Iโve generated it. Is there any fix to this?
this is the error i recieve
Unfortunately, this is due to the fact that too much Outside Terrain was generated using the Default generator. Try to generate a "Small" Outside Terrain using the Default generator, or use the strategy I described in the posts above.
Unfortunately, the implementation of a more accurate Outside Terrain ran into the technical limitations of the engine
Hmm I did use the small option, my map is 9km x 9km.
Oh... Unfortunately, I still can't say for sure what the crash problem is, but perhaps this is due to the fact that each chunk of the Outside Terrain is a procedural mesh and there are too many of them 
You can try manually removing several lines of chunks, perhaps after that the crash problem will go away. So far, I don't have enough data and tests to fix the problem right now : (
Ah thatโs fine, Iโll do some testing and come back to you if I find a solution.
Do you think decreasing the quality could work or?
The Default generator does not use the "Quality" parameter
Ohh okay gotcha
Neat! Good job!
Hey, guys.
im having an issue, for some reason the outside generated terrain dosent have any texture on it.
would like to get some help, thanks ๐
You have to override that material and put in your textures and such then place the emat youโve created there on the chunks material.
Followed your recommended steps, still getting the buffer error. I'm on a 10x10
i did, dosent seem to work
How does this tool do in terms of performance? I have an 8x8 map, will adding outside terrain still allow it to be console friendly?
hey guys, I'm having an issue where the north/south chunks are generating fine but east/west seems to generate flipped or reversed, has anybody encountered this?
Far as I'm aware it does just fine. I use it on my small 2x1km map, sure it's small and what not, but I've not noticed any performance dip with the mod enabled or disabled.
I mean. It clearly does work based on the photo you sent in this message.
The texture is different to the original picture with your original question.
You update the .emat file with the texture you want, then place that .emat file into the out of terrain tools settings, generate the map, and it'll apply the texture just like in your picture.
If want you wanted was a single texture stretched across the out of bounds terrain, then I don't think that is possible. Out of bound terrain tool used chunks, each with their own applied texture, so you need a rolling/seamless texture otherwise you get clear stop and starting of the texture on the chunk.
I actually came here to see if anyone else had this issue.
Yes. Mine are doing it right now.
I still haven't been able to find a solution for this unfortunately
Shame. I could do with it.
Also having this problem.
@odd plinth @marble wigeon @white mountain
I have found a workaround for this issue.
Since north and northwest generation works. you can rotate your heightmap image, reimport, generate the mesh, parent to generic entity, rotate chunks, then run a script that fixes the mesh normal map.
Its not easily explained in text, I can help anyone interested.