#Outside Terrain Tool

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misty vapor
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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.

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Outside Terrain will be divided into two separate addons:

  1. Outside Terrain Core is the minimum necessary addโ€“on needed to display outside terrain.
  2. 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.

meager pond
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nice will defiantly use this when its released

celest steppe
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Good stuff hombre ๐Ÿ‘ this will help get everything nice and polished for everyone.

surreal grotto
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How does the outside terrain work from a technical perspective?

misty vapor
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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

sinful iris
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๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

surreal grotto
hybrid gyro
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I tired to get Kegan to do this when he was doing world generation/ Minecraft mod. Glad to see someone else finally doing it

misty vapor
hybrid gyro
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You're not generating mesh and colliders?

misty vapor
surreal grotto
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Ah, understood
Somehow I never came across this

misty vapor
sinful iris
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Sorry if I didn't understand, this generates terrain so that the end of the map cannot be seen?

misty vapor
sinful iris
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how does bohemia do in dayz

meager pond
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How is the Performance with the outside terrain is light on the performance or heavy ?.

misty vapor
meager pond
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ok, Thanks for the answer ๐Ÿ™‚

honest folio
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Actually something we needed for map development

manic swallow
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@idle tiger

idle tiger
manic swallow
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!

idle tiger
#

!

manic swallow
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thought you might be interested

idle tiger
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it is now that i scrolled up. was busy trolling you a bit

shell lark
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Very hype

manic swallow
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yup

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these qol improving mods are maybe almost better than content mods

idle tiger
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this actually might be the exact thing i'm looking for

manic swallow
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even a few mountains would look better than the current sea

idle tiger
manic swallow
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starry night if i may propose

sharp roost
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This is a great mod for every mapper that doesnt work on an Island - or in some cases even for those ๐Ÿ˜„

Lovely work you put in there. Keep it up ๐Ÿ™‚

opal iron
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Nice work OP.

foggy slate
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So is the outside terrain playable space, ie players can walk/drive around on it?

buoyant pagoda
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Oath lad๐Ÿป

misty vapor
nimble quartz
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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!

gloomy lintel
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So this is still in dev?

burnt mica
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Madness Mr Rex ... RESPECT for that ๐Ÿ’ช

acoustic path
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@thorny bough this might be useful for Saigon ๐Ÿ‘€

gloomy lintel
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This is fire asf

shy coral
misty vapor
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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

๐Ÿšง Be careful ๐Ÿšง
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.

odd plinth
odd plinth
misty vapor
odd plinth
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Small

flat cobalt
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Very impressed with how easy to use this mod is.

vast otter
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i hope bohemia is taking notes, this is the bomb. Godspeed !

odd plinth
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Not sure if I'm doing something wrong but the Out of bounds terrain doesn't seem to save after I reload the world?

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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.

gloomy lintel
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Hi so how can i align it with the terrain!

misty vapor
# gloomy lintel 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.

odd plinth
misty vapor
odd plinth
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To clarify. Before todays release. Was this tool used on another projects other then the Takistan in development.

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Maybe because my maybe is 2x1km?

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If you want to test this out on the map yourself, my map is called Longmoor.

misty vapor
odd plinth
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Thanks dude

misty vapor
# odd plinth 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?

odd plinth
odd plinth
misty vapor
odd plinth
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Yes the layer is created and is filled. I then save, close world editor, reload the terrain, and the layer is there, but empty.

misty vapor
odd plinth
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Glad I could help locate a bug I guess.

misty vapor
odd plinth
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Yes. I open world editor and I can click the button and open the tool

misty vapor
odd plinth
misty vapor
odd plinth
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Yes these two are there

misty vapor
graceful junco
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Does this exist yet?

odd plinth
misty vapor
odd plinth
odd plinth
misty vapor
odd plinth
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Very odd

misty vapor
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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

Arma Reforger

Object Import Tool is a tool for World Editor that allows you to place objects on the map using CSV files.

misty vapor
# odd plinth Very odd

Yep. During the development process, I came across various editor bugs. So... I'm not surprised ๐Ÿ™‚

odd plinth
undone flume
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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?

misty vapor
feral wharf
misty vapor
feral wharf
misty vapor
# feral wharf Ahh okay so I donโ€™t 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.

feral wharf
misty vapor
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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.

misty vapor
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The problem was solved. A new, more accurate Outside Terrain generator will be available in the next update

misty vapor
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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".

โš ๏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").

feral wharf
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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?

misty vapor
feral wharf
misty vapor
feral wharf
misty vapor
feral wharf
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ah okay i understand

feral wharf
misty vapor
feral wharf
misty vapor
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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:

  1. Generate outside terrain using a "Default" generator with a "Small" size.
  2. 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.
  3. Manually delete the intersecting chunks.

Thus, an optimal outside terrain will be formed.

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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.

feral wharf
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Whenever I try to play after generating a terrain I crash, Iโ€™ve tested without the terrain tool, with the terrain tool, and after generating the terrain. I only crash after Iโ€™ve generated it. Is there any fix to this?

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this is the error i recieve

misty vapor
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Unfortunately, the implementation of a more accurate Outside Terrain ran into the technical limitations of the engine

feral wharf
misty vapor
misty vapor
feral wharf
feral wharf
misty vapor
feral wharf
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Ohh okay gotcha

near cairn
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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 ๐Ÿ™‚

woeful zealot
frigid belfry
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Followed your recommended steps, still getting the buffer error. I'm on a 10x10

marble wigeon
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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?

white mountain
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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?

odd plinth
odd plinth
# near cairn i did, dosent seem to work

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.

odd plinth
white mountain
odd plinth
fervent bridge
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@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.