#Interactive HTML maps for Enfusion

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haughty umbra
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I've made a Workbench tool which helps capture map tiles that can be used in a panning/zooming webpage. It also supports the in-game coordinate system, so there's an additional tool which shows how to perform entity queries and extract location information into JSON files. This location information can then be plotted on the map, and the first example of this is displaying all the locations of the various supply caches that are found in the Confict game mode. The GitHub repo is at https://github.com/nickludlam/EnfusionMapMaker/

I've also made the site https://reforger.recoil.org/ to showcase the conflict supplies locations, for people who want to be sneaky with their radio backpack placement, or to hunt enemies which might have deployed them in the same places.

GitHub

A tool for the Enfusion game engine to extract map and location data from Arma Reforger and display it on a web page - nickludlam/EnfusionMapMaker

somber phoenix
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Nice work

sleek oriole
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๐Ÿ‘

tawdry nimbus
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Nice! Would you be willing to also upload versions without the supply markers? Capturing tile images makes for a satellite style interactive map that's much higher quality than any others I've seen.

haughty umbra
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The supply markers are all rendered by the browser, none of it is baked into the tiles

waxen nest
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Great resource when I just need to study the map while making a scenario.

haughty umbra
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Oh thats an interesting usecase @waxen nest . One of the things I'm looking to do is separate the map markers into layers, so one for interior resources, one for exterior/vehicle accessible. I can probably make it easy to toggle off ALL the layers so you just get the tiles

waxen nest
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measuring tools possible?

haughty umbra
haughty umbra
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I've updated the tiles to remove the funky auto-exposure artefacts where the camera transitioned from land to sea. The sea is now a bit darker, but I've tried to preserve the tonemap of the original land tiles as closely as possible.

eternal canopy
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never noticed this part of everon looks like a shark ๐Ÿซฃ

haughty umbra
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Needs some googly eyes ๐Ÿ˜„

silver shuttle
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All I am getting is pictures of the ocean? lol

haughty umbra
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Yes! It scans in vertical strips, going from bottom to top, and then left to right. So the inner loop is the Z axis, and the outer loop is the X axis

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the first 400m of the left side of the map is all ocean. If you want to test, start over land. You can test the location by using the 'move to start postion' button

haughty umbra
# silver shuttle

If you start at 3000, 0, 1600 then you should be over land if you're looking at Everon (Eden)

silver shuttle
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Would it be too much to ask for the zipped files of Everon already? LUL

haughty umbra
# silver shuttle That helps thanks

I can message you a download link if you just want the standard tiles. I really appreciate you trying it out, though. I don't know if the documentation is 100% accurate and helpful ๐Ÿ˜„

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It does take some hours to complete a full scan of Everon!

silver shuttle
last marten
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love how clean the beauty maps look, is there a breakdown of how those are made?

haughty umbra
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I havenโ€™t done one, but I could put together the blueprint. Itโ€™s 3 layers blended in various ways with levels readjustments.

haughty umbra
atomic elbow
haughty umbra
viral pumice
haughty umbra
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Aah yes so currently itโ€™s not including the standard MOB locations! Which are the randomised points each team starts at. This is a limitation of the tool right now, and the way to fix it is to designate two of the points to be an HQ, so each team can start somewhere

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I do plan on adding the standard MOB spawn locations, I just havenโ€™t done it yet. Iโ€™ll update this page when Iโ€™ve done it

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It also doesnโ€™t include the radio towers either. Again, itโ€™s on the todo list ๐Ÿ˜€

haughty umbra
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Did that explanation make sense @viral pumice ?

viral pumice
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absolutely, thank you. do you have a json example or key/values so that i can do it manually?

haughty umbra
haughty umbra
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New update for the editor:

  • Supports editing multiple points when you hold down shift and click a map pin
  • You can press ctrl-a to select all points in a similar class
  • You can include Radio Towers and MOB spawns in the exported mission JSON
  • There is a button to invert your current selection in the lower right
  • Mission JSON undergoes some basic validation
  • Moved around and added better map labels
  • Faster editing, as it now uses a kd-tree to calculate base range connectivity
  • Changed labels on the editing form to be more clear
haughty umbra
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  • Also added a help page to explain some terminology and shortcuts
viral pumice
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thank you for taking the time so soon to add these functionalities

haughty umbra
viral pumice
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A few minor ones but no blocking issues:

  • On refresh the MOB's aren't saved you need to configure them again
  • Enabling MOB's was a bit confusing with the error "There must be at least 2 active HQ points available"
  • Feat: Importing existing json's would be sweet ๐Ÿ™‚
haughty umbra
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On refresh the MOB's aren't saved you need to configure them again

This is entirely client-side, so the state is stored in the URL. You can bookmark it to save your work. What I can do is warn you'll lose your work if you navigate away from the page?

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Enabling MOB's was a bit confusing with the error "There must be at least 2 active HQ points available"

You're right, I need to change that to MOB as I have used that term everywhere else

viral pumice
haughty umbra
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Yes existing URLs should upgrade properly. If you can share me one that does not I will try to fix

viral pumice
viral pumice
haughty umbra
viral pumice
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ahh like that

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understandable yeah, it's no issue for me though

haughty umbra
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I think your URL is from a time where I did break the versioning, sorry about that. I've now changed to a much better system which should make it easier for me to keep old URLs working. This stuff can get REALLY gnarly and difficult ๐Ÿ˜„

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you can tell it was a bad version because there are so many 'AAAAAA' characters at the end, which was from a time where I was storing loads of zero values, and it was a huge waste of space

viral pumice
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Yeah i know, no worries I will recreate it, if I bump into something I will let you know

haughty umbra
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I will roll out the change from "HQ" to "MOB Spawn location"

viral pumice
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and thanks again for taking the time, this really helped me understand the mission header

haughty umbra
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Yeah no problem. We are using it in my clan to run custom missions from our community. It's really fun

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Oh and if you want to start out with a blank map and activate everything yourself, use ctrl-b

waxen nest
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small idea but maybe if there was a "share" button to copy the URL it would be like a clue that the save is in the URL.

viral pumice
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By the way, mob's still aren't saved. I started a new map, edited everything, copied the url reopened in incognito and the mob configuration was gone

haughty umbra
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Did you edit the MOBs?

haughty umbra
haughty umbra
viral pumice
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ticking the Include MOB Spanws doesn't change the url, unchecking a few does but loading the url in incognito then sets the Include MOB Spanws to false

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If i toggle the Include MOB Spanws on and off and don't change anything other then regular points it also unchecks Include MOB Spanws in a new incognito

haughty umbra
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What I think I'll do is finally set up some unit tests for the serialisation layer, so I can either pinpoint it to the data construction or UI binding

viral pumice
haughty umbra
haughty umbra
viral pumice
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alright, I can confirm it works now ๐Ÿ™‚ cheers

haughty umbra
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I've also added an experimental undocumented feature. If you press q/w/e/r while you have any points selected, it's the same as clicking the 4 checkboxes in the form, it will toggle the properties if it's allowed

haughty umbra
silver ingot
haughty umbra
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Haha I feel like other sites do that way better than I can. Most of my focus right now is on the map layout editor.

silver ingot
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we all have a part in this everlasting WIP

waxen nest
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This is sort of off topic but i'm wondering, do your scripts strictly deal with data capture (screenshots, coordinates etc) from enfusion? Im wondering if the workflow could be applied to IRL drone images and make a scrollable map of my neighborhood or wherever ๐Ÿ˜… Right now just a pipe dream.

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and for work would be very handy for mapping/measuring sites ๐Ÿ˜†

haughty umbra
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I've updated https://reforger.recoil.org with the following:

  • Design overhaul so it looks a little neater
  • Kolguyev map tiles refresh due to Nov 11 update from Bohemia
  • Added 2km rangefinder circle to base everon and kolguyev maps (instead of only being in the everon map editor)
  • Added Kolguyev beauty map, similar to Everon and Arland versions
  • Made the URL scheme simpler, and you can bookmark specific layers being active
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I will need to re-do the map tiles again at some point, to remove the shadowing, but for now it's ok

supple turtle
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Is there a possibility to use it like PlanOps?
So thats a tool to plan operations ๐Ÿ™‚

haughty umbra
nimble shuttle
haughty umbra
haughty umbra
# nimble shuttle Default 950

Yes. Use the debug menu to remove atmospheric fog or haze. It's one of the options under the "Render" submenu. I also use it to force the LOD to be the highest

nimble shuttle
haughty umbra
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There are many other options that are useful. You can disable wave animation in the ocean, stop the wind from animating trees, force LOD for the terrain to be 10 (max)

nimble shuttle
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Why are you doing this to me

haughty umbra
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If you want to download the map tiles I am using, I can give you the link for a zip file

nimble shuttle
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Now I need to rerender 20 maps with normal grass and LOD notlikemeowcry

haughty umbra
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Oh you have custom maps to calculate too? Oh no ๐Ÿ˜„

nimble shuttle
haughty umbra
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Ah ok! that's neat. I'm glad you can work with my buggy software haha

nimble shuttle
haughty umbra
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You might want to look at disabling render -> terrain shadows too. Everon has no shadows, but my version of Kolguyev has shadows

haughty umbra
nimble shuttle
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sample

haughty umbra
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Oh! Like Google Streetview, I see. It's almost like you are manually capturing cubemaps. That must be a LOT of extra data

nimble shuttle
haughty umbra
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These are my notes. They are scrappy, but I think it's everything I use

Render
    Atmosphere
        Disable Fog
    PP Effects
        Bloom: Disabled
        Disable Auto Exposure: True
    Grass/Clutter/Obstacles
    Roads Menu
        Terrain midtex fadeout len: 1000
        Roads Max Distance: 1300
    Terrain Menu
        Lod Mode: Exact Lod
        Force Exact Lod: 1
        Detail texture detail: 10
    Ocean & Water
        Ocean Render: Disable Simulation
Scene
    LOD Multiplier: 10
    Size Multiplier: 10
nimble shuttle
waxen nest
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gimme the 1600 megapixel beauty map

haughty umbra
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There is no 1600 MP beauty map. I make that by compositing the exported topography map with the satellite map tiles. The exported map from the Workbench is only 4096 x 4096

waxen nest
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Oh I mean I'll stitch all the tiles myself to make a super high res composite. x_

haughty umbra
waxen nest
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Idk. All ๐Ÿ™ƒ

nimble shuttle
haughty umbra
nimble shuttle
haughty umbra
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Oof. I hope you donโ€™t pay too much for bandwidth

nimble shuttle
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but
i have this

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1TB meowsweats

nimble shuttle
nimble shuttle
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kolguev 8gb png

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70054x70054 :]

haughty umbra
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That is a big ass image ๐Ÿ˜

waxen nest
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yep that's what i'm going for. I "scan" whole neighborhoods with a drone IRL so i wanted to do the same with the arma maps ๐Ÿ˜… can you drop arland. everon and kolguyev zips?

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yeah i could just run the scripts but i'm lazy ๐Ÿ˜ฌ

haughty umbra
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@waxen nest just sent you a friend request, I prefer to DM them to people, as they're quite large, and I wanna keep them as 'ask first'