World Editor: Road Generator – Arma Reforger
Lou Montana (talk | contribs) (Add Road options) |
Lou Montana (talk | contribs) m (Fix) |
||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
{{TOC|side}} | {{TOC|side}} | ||
A '''Road Generator''' is a generator creating a road along a spline. It can also shape the terrain (extrude or dig) around it to make it follow the spline. | A '''Road Generator''' is a generator creating a road along a spline. It can also shape the terrain (extrude or dig) around it to make it follow the spline. | ||
Line 17: | Line 15: | ||
== Prefabs == | == Prefabs == | ||
Road Generator Prefabs can be found in {{ | Road Generator Prefabs can be found in {{hl|Data\Prefabs\WEGenerators\Roads}}. | ||
Latest revision as of 18:31, 16 November 2023
A Road Generator is a generator creating a road along a spline. It can also shape the terrain (extrude or dig) around it to make it follow the spline.
Requirements
- A spline defining the road's path - open or closed (see Vector Tool).
- A road generator entity as a direct child to this shape.
- A road entity as a direct child to this generator.
The road generator entity defines the shape's behaviour (terrain sculpting, road's width etc).
The road entity defines the road surface (material, etc).
Prefabs
Road Generator Prefabs can be found in Data
Road Generator Options
Terrain
Adjust Height Map
If enabled, adjust terrain height map to road
Adjust Height Map Priority
Priority of terrain heightmap adjust
Falloff Start Width
Distance between road edge and start of fall-off
Road Falloff Width
Width of the road fall-off
Road
GenerateRoad
If enabled, regenerate road on shape modification
Road Clearance
Width of the clearance by the road
Road Width
Width of the road
Road Options
Unsorted
Spline Points
Spline points used for road generation, synchronised by the Road Generator
Is Closed Spline
Is the road a loop, not synchronised by the Road Generator
Type
Used by map export
Width
Road width
V Scale
Texture v-coordinate scaling (0.5 = texture stretched to 200% its normal length, 2.0 = 50%, etc)
Beginning Piece
Beginning variant
Ending Piece
Ending variant
Random Seed
Used to randomise road's aspect
Force Full Length
Ensures that the road mesh is generated along the whole spline. It may be achieved by stretching the v-coordinate (if both end pieces are set), or "cutting" it at any value (otherwise)
Mid Piece Sequence
For materials with multiple middle piece versions: specifies how middle piece sequence should be generated
Road Sort
Road's render order within the same material: does not override material's render order!
Mat Sort Bias
Bias to be added to the material's sort bias - can be used to override that order