World Editor: Object Brush Scripted Tool – Arma Reforger
Jump to navigation
Jump to search
Lou Montana (talk | contribs) (Page creation) |
Lou Montana (talk | contribs) m (Add __NOEDITSECTION__) |
||
Line 1: | Line 1: | ||
{{TOC|side}} | {{TOC|side}}__NOEDITSECTION__ | ||
'''Object Brush''' is a scripted {{Link|Arma Reforger:World Editor|World Editor}} scripted Tool. | '''Object Brush''' is a scripted {{Link|Arma Reforger:World Editor|World Editor}} scripted Tool. | ||
It allows for quick terrain "painting" with entities, based on the set parameters. | It allows for quick terrain "painting" with entities, based on the set parameters. |
Revision as of 13:13, 1 June 2023
Object Brush is a scripted World Editor scripted Tool. It allows for quick terrain "painting" with entities, based on the set parameters.
To access it, click the paintbrush icon in World Editor.
Usage
- to generate Prefabs in the area
- and drag to generate Prefabs along mouse movement
- Alt + then to generate Prefabs along a straight line; Esc to cancel
- Hold Space to delete Object Brush-created entities (works with all control combinations above)
Settings
- 1. Object Brush
- 2. Objects Config
- 3. Obstacles
- 4. Obstacles - Area
Object Brush
Name | Description |
---|---|
Radius |
Brush's radius |
Strength |
Brush's strength, value being in entity per hectare (100×100m) |
Scale Fall Off Curve |
Define the scale's Fall Off curve - curve goes from centre to border |
Density Fall Off Enabled |
Enable Density Fall Off settings below
Density Fall Off only works well for wid brush single click placements |
Density Fall Off Curve |
Define the density's Fall Off curve - curve goes from centre to border |
Density Fall Off Subarea Count |
Define the amount of sub-areas (internal sub-division for performance) |
Override Brush |
Remove previously Brush-placed entities |
Objects Config |
This is where objects to be created are defined |
Objects Config
Name | Description |
---|---|
Min Scale |
Maximum scale the object can have - requires Override Randomization enabled |
Max Scale |
Maximum scale the object can have - requires Override Randomization enabled |
Prefab |
The Prefab to use |
Bot Distance |
unused |
Random Pitch Angle |
Random X angle ("looking down/up") |
Random Roll Angle |
Random Z angle ("barrel roll") |
Vertical Offset |
unused |
Random Yaw Angle |
Random Y angle ("direction") |
Prefab Offset Y |
Static value that will be added to the Prefab's Y position |
Min Random Vertical Offset |
-value..0 negative range of Y randomness (cumulative with Prefab Offset Y) |
Max Random Vertical Offset |
0..+value positive range of Y randomness (cumulative with Prefab Offset Y) |
Override Randomization |
If checked, Prefab will use:
Otherwise, Prefab's Library random values will be used |
Weight |
The selection probability weight; if set to zero, the Prefab is ignored |
Align To Normal |
Align the generated Prefab to terrain's normal (makes it perpendicular to the terrain) |
Scale Falloff |
Whether or not using Scale Fall Off parameters |
Lowest Scale Falloff Value |
Minimum scale value the Scale Fall Off can set |
Obstacles
Name | Description |
---|---|
Avoid Objects |
Avoid creating Prefabs where other entities are placed |
Avoid Objects Detection Radius |
Objects detection radius - can be zero |
Avoid Objects Detection Height |
Objects detection's max height (from the ground) |
Avoid Roads |
Avoid roads, using their generator's Road Clearance value RoadGeneratorEntity |
Avoid Rivers |
Avoid rivers, using their generator's Clearance value |
Avoid Power Lines |
Avoid powerlines, using their generator's Clearance value |
Avoid Land |
Avoid anything above ocean's level |
Avoid Ocean |
Avoid anything below ocean's level |
Obstacles - Area
Name | Description |
---|---|
Avoid Forests |
Avoid forests (areas with a ForestGeneratorEntity) |
Avoid Lakes |
Avoid lakes (areas with a LakeGeneratorEntity and with "Is Lake" checked) |
Area Detection Radius |
Area (forest, lake) detection radius from the first click Set to zero to detect all areas of the world, takes more time the first time (and more RAM) |