Procedural object placement?

Discussion in 'World Editor' started by Murokmakto, May 28, 2024.

  1. Murokmakto

    Murokmakto
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    I wonder, is there any way to procedurally/automatically place objects (like e.g trees and rocks) all around a map?

    There is the feature to place groundmaterials on the map based on inputs by black and white pngs but I don´t see any way to use this with objects. Or did I miss something?
     
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  2. el_ferrito

    el_ferrito
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    It's something I've given some thought to.

    Easiest way I can think (without one of the clever folk on here building an app of some sort) would be by placing a few objects, then modifying the resulting .json file that shows their location with a random point array. Essentially adding loads more objects but via the file rather than the world editor. I could probably make that work in excel.

    In terms of dev, I reckon a better idea would be the same as for the terrain import alphas, but alphas for specified forest brushes. That sounds like it would be relatively easy for them to develop.

    Them.... Not me. ;)
     
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  3. Barbent Servo GT

    Barbent Servo GT
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    I'm just brainstorming:
    You can set a slope angle for the forest brush item. So ... I never did it ... but maybe it is possible to backup your height map, import a special dedicated heigth map only temporarily, then brush the trees according to slope zones, then import the original heigth map back again and place the trees to ground with the other brush. I know that sounds a bit weird but could be a workaround...
     
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  4. AlexKidd71

    AlexKidd71
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    For the terrain material vegetation you can use static assets like rocks but they don’t have any collision then. I use it to place small rocks on a ploughed field terrain material just for visuals.
     
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  5. el_ferrito

    el_ferrito
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    Love it. Proper outside-of-the box thinking...

    It would look mad for a bit, but then would get sorted out.
     
  6. Murokmakto

    Murokmakto
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    Sounds like a good idea. Might try that out. Is there a way to backup a heightmap that has already been edited within the World editor? Otherwise it would only be possible on new blank maps where no roads or anything have been done before.

    The best solution would be, as el_ferrito pointed out above, if the devs would build in some proper mechanic to do this. Even the Minecrafteditor had better landscaping tools than BeamNG, and that was done by a modder ..
     
  7. el_ferrito

    el_ferrito
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    Terrain export will save your height map.
     
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