Fence generator

ArmA editing, missions, modeling, textures, terrains

Moderators: Lone Wolf, Snake Man

Locked
Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Fence generator

Post by Snake Man » 2010-03-31 20:33:11

Just spotted a Fence generator tool was released by shezan74.
Description:
Fence Generator is a tool that allow users to quickly generate fence, walls, oil pipes, powerlines and everything else can be placed in a sequence into Bohemia Interactive's Visitor 3 for ArmA2.

Main features:
- Load and save projects, including background bitmaps, objects templates and items placed.
- Automatic import of new template objects when found in other user's works
- Export and import of template objects for community sharing
- Placement position relocation to attach to existing objects and make T patterns
- Placement position relocation to start separate structures virtually in every place of the map
- Ghost objects
- Template item substitution allow the map maker to change on the fly the item type to reflect changes on island artificial/natural object naming conventions (ca\building\misc\house to house\red_house for example)
- Complete control on item templates. Everything you made on templates, to reflect your needs, will not be saved until you press Templates -> Save on top menu.
- Actual in-memory template will be saved on your map. When opening map you can OVERRIDE duplicates on your objects with template saved on map or only ADD new objects to your actual template.
- Template object will allow preview image attach for easy identification of pieces
- Object template editing, deletion, creation and cloning.
- Export directly to Visitor3 importable files
- Object placement flip, for inverting wall placements to reflect user needs (for example some castle walls have an internal side of the wall that can be placed as user needs)
- Different paint colours on map and result window, for easy object identification
- "On the fly" item length/height/colour modification to place specific objects and colours for further needs/identification without affecting the master template.
- Support for maps bigger than 40kmx40km
- Preview image background and automatic rescaling for images until 5120x5120 pixels

Installation:
Extract the archive using 7z or winrar for example and use the installer.

This requires Microsoft Framework 2.0!

How it works:
Every placeable object in ArmA2 that could be used in a set of subsequent objects has a natural orientation when placed on the ground for the first time.
In this example we will assume an object is a "vector" on the map.
An object with the above characteristics when placed on the map has length, orientation and direction.
Length of the object is the size in meters of his main size.
To determine object size you should made some attempts on Visitor3:
Place 2 object of the same size on the map, and move them until they will have one end attached to the other end.
Then, by double clicking on each object, take note of the X and Y position. Assuming objects are naturally placed on 270-90 orientation on the map, Y should be the same
on object1 and object2. The difference between object1 and object2 centers, along the X coordinate, is our object length.

Orientation is the natural orientation of the object when placed on the map. An object that will appears as an horizontal line when placed on the map ( - )
has a 270°-90° orientation. When creating objects on Fence Generator Template Objects you should inform FG that the object has a default direction of 90°
(or 270° as you like).
If your object has a defined direction too (the terminal part of a wall, for example) you should indicate, in object template direction, the direction of the
final part of your wall (it will attach the terminal piece of the wall by the right side of the other wall pieces).
Please note that it comes with a setup.exe and setup.msi installer which copies some file to your app data (or some) dir (not sure about changing registry).
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: Fence generator

Post by Snake Man » 2010-04-01 07:25:59

I invited the author of this tool to our forums and he joined, he posted more "official" topic about this tool here.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Locked

Who is online

Users browsing this forum: No registered users and 13 guests