Roller

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by the Roller Dev Team

Project Summary

Roller is a community made software developed by Spooner to convert and process OFP and ArmA island files.

It can read:

  • 4WVR WRP (OFP unbinarized)
  • 8WVR WRP (ArmA unbinarized)

It can write:

  • 8WVR WRP (ArmA unbinarized)
  • XYZ height data (text file)
  • Object data list (text file)
  • Mask texture (PNG)

Additional features

  • Generate Mask texture (customizable coloring based on terrain point height, definition of forest and urban areas, customizable texture size)
  • Replace forest block with customizable single objects (type, densitity, relative frequency)
  • Replace single objects with optional offset (1:n and n:1)
  • Reduce cell size for more height data points (smooth terrain shape)
  • Make terrain bumpy
  • Rise/lower sea level
  • Generate list of unique objects present in source file
  • Replace textures (1:n and n:1)
  • Set terrain point height at the edges (to avoid endless repeated terrain)
  • Processing summary

Preface

You need be able to use the command line or at least able to edit a batch file to tell the app what to do. There is no GUI available to access the app. The app can be called sequentially to perform a batch operation to process multiple files easily.

Installation

Requirments

  • Download and install Visitor 3 as well as buldozer.
  • This means to have a P:\ partition with all ArmA source files available.
    • Install BI Tools first.
    • Use unBuildArmA by MadDogX to mass unpack all ArmA pbos to P:\ or use cpbo by Kegetys to do it one by one yourself.
    • Download and unpack the BI Sample Models to P:\. Overwrite existing files.
  • No requirements for Roller. Its a self-contained application.

Download

Enduser version

Download at OFPEC

Open source version

Download at OFPEC

For the source you need at least Ruby 1.8.6 installed, along with FXRuby (this is included in the Ruby installer for Windows, but is easily available as a gem if it is not included in your distribution). Recommended development IDE is NetBeans IDE 'Ruby' version.

Additional helpers

  • Object definition template
  • Sample PEW files (TODO) for OFP standard island files (128, 256, 512, 1024 terrain size and 50m cell size) with object definition templates already imported.
  • Sample batch file to execute Roller with given parameter defined in the batch file:
    • Copy the given text in a new file called Roller.bat (for windows systems).
    • Check the following Roller Instructions section below to understand how to configure the batch file.
    • Adapt the path to the Roller application and the path to the source data (wrp files) in the first section of the file.
    • Run the batch file.

RunRoller.bat

rem 'Adapt to your local settings':

set FILE_SOURCE=X:\Roller\sourceFiles
set PARTITION_OF_ROLLER=X:
set PATH_TO_ROLLER=X:\Roller



rem 'DO NOT TOUCH'

%PARTITION_OF_ROLLER%
cd %PATH_TO_ROLLER%

rem 'DO NOT TOUCH'

rem 'Example: Only XYZ export from WRP with logfile'.
rem ruby %PATH_TO_ROLLER%\Main.rb %FILE_SOURCE%\EXAMPLE.wrp --xyz %FILE_SOURCE%\EXAMPLE.xyz -f > %FILE_SOURCE%\EXAMPLE_log.txt

rem 'Example: Almost all params (apart from mask generation)'.
rem ruby %PATH_TO_ROLLER%\Main.rb %FILE_SOURCE%\EXAMPLE.wrp --replace-blocks ofp_ace_forest_blocks.yaml --replace-objects ofp_ace_objects.yaml,ofp_arma_objects.yaml --terrain-cell-size 3.125 --terrain-bumpiness 0.5 --object-template EXAMPLE_export_obj_t.txt --unique-objects EXAMPLE_unique_objects.txt --xyz EXAMPLE_export.xyz -f

rem 'Example: Show all available params.'
rem ruby %PATH_TO_ROLLER%\Main.rb -?



rem 'Adapt param list':

ruby %PATH_TO_ROLLER%\Main.rb -?

Instructions

Roller

short param paramater type description
-F --replace-forests A,B,C Comma-separated list of filenames Replace OFP forest block objects with individual trees and bushes, according to comma-separated list of YAML files (occurs after object replacement)
-o --replace-objects A,B,C Comma-separated list of filenames Replace objects according to comma-separated list of YAML files (occurs before forest replacement)
-t --replace-textures A,B,C Comma-separated list of filenames Replace textures according to comma-separated list of YAML files
-c --terrain-cell-size N Float Set new size of terrain cells (metres). This must be a divisor of the current terrain cell size (e.g. for OFP, which has 50m cells, use 25, 12.5, 6.25 or 3.125)
-b --terrain-bumpiness N Float Maximum amount of vertical distortion of new grid points added by terrain-cell-size (metres). Value is ignored unless terrain-cell-size is used. Defaults to 0 (no bumpiness)
-r --raise-sea-level N Float Move sea level up by this distance (move sea level down if negative). Done before edge-height is set
-e --edge-height N Float Sets the height of all terrain points around the edge to a specific value. This is applied after cell, bumpiness and sea-level changes.
-m --satellite-mask [FILE] String (optional) Export a satellite mask PNG image (FILE defaults to 'WRPFILE_mask.png')
-C --satellite-cell-size N Float Size of satellite cells, i.e. pixels, in metres (defaults to 2 metres if this option is omitted)
-O --objects [FILE] String (optional) Export BIS objects file (FILE defaults to 'WRPFILE_objects.txt')
-u --unique-objects [FILE] String (optional) Export a list of objects used in the WRP (FILE defaults to 'WRPFILE_unique_objects.txt')
-w --wrp [FILE] String (optional) Export WRP file in 8WVR format, regardless of which format it was imported as (FILE defaults to 'WRPFILE_export.wrp')
-x --xyz [FILE] String (optional) Export XYZ file (FILE defaults to 'WRPFILE.xyz')
-f --force-overwrite Forces overwriting of existing output files (defaults to requesting user confirmation of overwrites)

Visitor 3

The conversion process is very simple and only takes a few minutes. The goal is to have as much as possible automated, so that only these tasks remain:

1) Read the 4WVR/8WVR WRP with Roller and set the correct params for Roller. Normally you at least need "-x -O -u".

2) Get the XYZ file (elevation data). Get the objects file (all objects of the map). X, Y, Z position and orientation are exported for each object. Unfortunately v3 cannot import object scale. Also the object orientation is 2d only (N/E/S/W. No 3rd dimension: pitch).

This fact does not really hurt though. Both are normally only applied on vegetation and you can easily recreate a similar look via v3 random object scale and pitch functions.

3) Create a new project in v3 with the right dimensions and cell size (OFP default 50 meters). For more details or information about SAT settings consult the Visitor 3 Manual.


Project parameters in Visitor 3


4) Import the XYZ file to get the actual terrain.


Import XYZ in Visitor 3


5) Import one ore more object template PEWs. To be able to import objects from object template files v3 needs to know the model and its path. Fortunately the information about models is saved in a PEW and you can import that definition in your PEW from another PEW.

You can download object list template PEW that includes all OFP, ArmA objects, as well as some ACE island pack objects. More details on object template definition in general and the ACEIP objects below.

6) Import the object template(s).


Import object templates in Visitor 3


7) Import the island objects from the objects file generate by Roller. If not done already, you need to add the ImportObjects.vis script to visitor 3 first. You will find the file in the .\visitor 3\scripts folder.


Import objects in Visitor 3


8) Load the terrain with buldozer and export the island to 8WVR WRP. You need to have buldozer loaded, switch back to v3 and select export world.


Start buldozer and export world to a WRP file in Visitor 3


Done. This course of action takes only a couple of minutes.

Details

Objects

The island most likely has OFP object addons. These do not exist in ArmA. We have to differentiate between OFP and Resistance objects that came with the game and community made objects. There are a few different options here now.

Object replacement

Roller has the option to replace objects with the param -o. The mapping is defined in a so called YAML file. It is a standard text file.

An object replacement YAML mapping file looks like this:

data3d\afbarabizna.p3d:
 -
   :name: ca\buildings\afbarabizna.p3d
   :offset: [0, 0, 0]

data3d\afdum_mesto2.p3d:
 -
   :name: ca\buildings\afdum_mesto2.p3d
   :offset: [0, 0, 0]
# pathToFile\nameOfFile.p3d:
#  -
#    :name: pathToReplacementFile\optionalSubfolder\nameOfReplacementFile.p3d
#    :offset: [X, Y, Z]

Via the offset you can move the object in meters in any direction you want to.

The YAML file needs to be located in the same location as TODO.

Note that you attach multiple YAML files to Roller at the same time to supply the app with multiple mappings.

For an 1:n replacement define the object mapping in the YAML like this:

data3d\oliva.p3d:
 -
   :name: ace_vegetation_obj\m\tree\ace_akat02.p3d
   :offset: [0, 0, 0]
 -
   :name: ace_vegetation_obj\m\tree\ace_javor01.p3d
   :offset: [0, 0, 0]

An n:1 mapping is replacing any object with one and the same of course.

n:1 means make object X, Y and Z to object A.
1:n means make object X to either object A or B.
OFP to ArmA YAML file

Roller already has a mapping for OFP and Resistance (NOT community addons, only for core game files) integrated. The name is ofp_arma_objects.yaml. Roller will find the file automatically, if you there is no YAML file called the same way in the TODO location.

You can download the ofp_arma_objects.yaml file here.

Unfortunately there is no (working replacement) for each OFP/Resistance objects. You can either define your own mapping or use the OFP to ACE mapping. More details in the next paragraph.

OFP to ACE YAML file

This is again a mapping integrated into Roller. Same details apply for it how to run it as for the ofp_arma_objects.yaml file.

You can download the ofp_ace_objects.yaml file here.

The-f made a mapping from OFP to ArmA objects for the objects where a suitable replacement was available. The remaining objects, that have no (working) replacement in ArmA, have been converted to ArmA and are part of the ACEIP.

You can either define your own mapping or use the objects from the ACEIP. Beware that this makes your islands dependent on the addons part of the ACEIP.

Community made OFP objects

For custom community made OFP objects you need to define your own replacement. You can either get the permission for the object(s), convert them to ArmA format or replace them with any (suitable) object available in ArmA.

If you do not define a mapping, v3 will simply not be able to import the object. So you can just drop objects that way.

Note that it is recommended to replace the object with dummy object instead to preserve the object ID numbering of the source WRP.

Another option is to replace them with the a very tiny object from ArmA like a flower (TODO: add pathToFile). Note that you will loose the information about the source type of the given object this way.

It is better to create a new addon with dummy models in there. Each file has the same path and file naming as the missing object. Instead of the original model you put flower.p3d in there and rename it to the needed p3d name.

This way you keep the information about the correct object type. Once the object will be available in ArmA, you can replace your dummy addon / model with the correct file.

It is recommended to name the PBO in a proper way (your own tag and descriptive name) and use the PBOPREFIX to define the original path needed.

ACEIP_P_CWC
TAG TYPE p3d NAME

$PBOPREFIX$ data3d
Types:
F function
M mission
P p3d
S sound
T texture
W world

Finally the ACEIP already contains a good number of converted OFP community object addons.

If you make your islands based on the ACEIP, you may not have to do anything at all, but to load the OFP 3rdParty object definition template in v3 before you import the objects.

OFP community addons converted by the ACEIP:

  • TODO add addon names

OFP community addons replaced by a dummy addon by the ACEIP:

  • TODO add addon names

Additional information

FAQ

Possible future changes

Known issues

  • Trees and bushes generated to replace forest blocks are placed entirely randomly within the area covered by the forest, so they can overlap each other [Not sure this will be very noticeable for players or that any fix won't cause other problems, but if an issue, then it will have to be dealt with].

Changelog

2008-12-31

  • ToDo
  • lower sea level?