Visitor 3 Manual

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Contents

Introduction

This manual will explain the basic functions of Visitor3, the landscape editing tool for Arma.

Version 3 of the Visitor tool has some improved features over its precedessors:

There are some recently added or developed features, which are not present in Personal Edition of V3 and are described elsewhere.

Installation & Setup

To be able to export WRP file of your map, you need to have Arma installed on your system. Arma running in Buldozer mode acts as 3D viewer and exporting tool for WRP file.

First thing you should do is to click Tools\System Preferences to set the path to realtime viewer working directory (standard is P:). All path indications will be relative to this path, so if something does not work as expected you should check there first.

Also define the call parameters for the viewer:

Syntax: PathToArma\Arma.exe [-window] [-cfg=PathToConfig]

Commands in [] are optional (leave [] away when using that command):

PathToArma : Path to the folder where Arma.exe is located, this is the path to game installation.

-window : Starts Buldozer in window instead of fullscreen.

-cfg=PathToConfig : Forces Buldozer to use a certain config. By default Buldozer uses same settings as the game, located in c:\Documents and Settings\USERNAME\My Documents\ArmA\ArmA.cfg, but you may as well use your own config located wherever you fancy, provided you state the path correctly.

-addons=ArmaAddons.txt : File containing list of addons which are used when Arma runs in Buldozer mode. Particularly useful for UI elements required for your work in Buldozer (arrow, box cursor), as well as for other unnecessary things like skies or clutter. Content of TXT file is refering to unpacked data on your working disc (P:\), not to PBOs in game installation. ArmaAddons.txt must be located on the root of disk P, it is a list of addons, configs of the listed addons will be used. E.g. if you want to see correct clutter settings for edited world, its folder must be mentioned in p:\ArmaAddons.txt.

-connect=pipe\anyNameYouLike : Use named pipe and specify its name, usefull especially when debugging, not required for end-users.

Example of file ArmaAddons.txt with paths to addons:

addons[] =
{
  "ca\", "ca\data\", "ca\UI\", "ca\UIFonts\"
};

Please, mind that described path must end with backslash - \, otherwise it will be considered as file, not path.


Typical setup of realtime viewer parameters:

vis w SystemPref.JPG

o:\arma\Arma2Int.exe -buldozer -window -addons=ofp2addons.txt -maxmem=1024 

It is also possible not to specify the viewer exe. This tells Visitor it should only create the pipe and listen to any incoming connections on it. This is handy when launching the viewer externally. Options other then -connect are ignored when used this way.

-connect=pipe\Visitor

Interface

Most of the buttons are self-explanatory, so only the important ones should be explained. If you used old Visitor, you will notice that the buttons for selections and object handling disappeared. This is now handled over a combination of Shift/Ctrl and mousebuttons.

Most important in first line of tool buttons are vis b buldozer.JPG (To start Buldozer) and vis b alignToWindow.JPG (To align the map to window).

vis b Filter.JPG contains additional filters and view options.

The actual view is shown in the mapwindow:

vis w currentmap.JPG

The current editormode is shown in this window:

vis w currentediting.JPG

Navigation in map view

Objects and areas selection

Basic Map Processing

Detailed tutorial describing basic map making process can be found in Visitor 3: Making of simple landscape.

Getting started:

To export your map:

Tools

Textures

Arma

In new engine, surface textures are not controlled from the toolbox. Instead of groups of texture squares, surfaces are composed from several layers, as described in Layered Terrain Surface Representation, main input are:

These data are imported using Import satellite & mask option in Tools menu. This causes deleting of all previou surface definitions, segments of satellite texture and mask are generated to folder specified in Project Preferences as Textures folder.


In toolbox, there is only definition of texture layer size, which can be edited by RMB click on its name in the list.

OFP

This describes how surfaces were edited in older version of engine (Operation Flashpoint). Terraintextures and surfaces definitions (the final terrain properties are made in the config).

All surfaces/terrain surface definitions are made here. Visitor works with 2 types of textures: main textures (Primary and variants textures) and transisition textures. While you have to provide the first type, transition textures are created by Visitor to blend the transitions from one texture to another.

vis t terrDef.JPG


vis t terrTextures.JPG


Natural Objects

All flowers,bushes and trees used on the map will be defined here. You can later use Natural objects filter button in main toolbar to hide or unhide these objects in map.

vis t natobj.jpg

Randomization during insertion occurs as well for objects placed by a script.

Artificial Objects

Structures definitions.

All artificial objects, like buildings, walls or streetsigns are definded here. Artificial objects filter button can be used to hide or show these objects.

vis t artobj.jpg


Same as in Natural Objects.


Roads

Roadtypes and sections definitions go in here. Each road consists of curved parts and straight parts with standard dimensions. For each road, curved and straight parts should be defined, as well as terminator segments (6.25 m segment with fading texture). Crossroads are special cases which need to have suitable road types defined for each of their ending direction.

vis t roadsMain.JPG

After hitting "Add" or "Edit" the Main setting window for the road shows up.

vis t roadsDef.JPG


Note that those parts need a certain lenght: 6.25, 12.5 or 25 meters.

vis t roadsAddType.JPG

vis t roadsAddTypeDef.JPG

Note that those parts need a certain radius: 25, 50, 75 or 100 meters.

vis t roadsCurveDef.JPG


vis t roadsTermDef.JPG


Project Preferences

Paths to textures and objects (if stored in a specific place) and other project specific settings.

vis t ProPref.JPG

Note that the path is saved relative in the map, so you have to maintain folder stucture.

Project Parameters

Project parameters contain basic information about the project size. Most information is edited when project is started, later only Satellite grid and Texture layers dialogues are accessible.


Object Manager

There are only two functions of OM. Visitor MUST NOT be connected to realtime viewer when using these functions. In case size of resolution LOD or Geometry LOD of a custom model changed, these functions are useful to give Visitor updated object description or to fix object shifts in vertical axis, including recalculation of all objects to relative elevation to surface =0.


Replace Objects

Deletes or replaces all instances of an object (models) from the map.

vis t ReplObj.JPG


Snap Objects

Closes small gaps that can occure when placing objects like fences, walls. Note that objects need to be prepared for snapping.

Editing Modes [F1-F10]

Artificial Objects [F1]

Placing all artificial objects (houses and other structures), except roads.

vis em artobj.jpg

List of all artificial objects. Select an object and click on the map where you want to place it.


Natural Objects [F2]

Placing all natural objects, except forrests.

vis em natobj.jpg

List of all natural objects. Select an object and click on the map where you want to place it.


New road objects [F3]

Storage list for new road objects. Still in development.


Road networks [F4]

Placing roads.

vis em nets.JPG

List of all roadtypes. Select a type and click on the map where you want to place it. A dialog will pop up leading you through the placement process. Note: You only have to place the first keypart of a roadsection. Then you can simply click on the map and Visitor will try to reach the point, autoplacing the road. Incase you don't like the placement you can change it manually, which is a bit more timeconsuming. If you click on a placed road, the road property window will show up.


vis em RoadsProperties.JPG

Every roadpart (except terminators) have two main directions: A and B, reflecting both ends of that keysection. Visitor uses the closest end of a road to reach a point clicked on the map.


vis em RoadsDirect.JPG

Note: -Deleting/Adding a part in the middle of the road changes also the rest of the road. -Added sections will be inserted before the section marked in "All Parts Of This Direction".

Key points [F5]

Display/Create key points. List of all key points on the map. To add key points, click LMB on the map in this editing mode.

vis em keypoints.JPG

Same options as in [[#Named Zones [F6]]] editing mode.


Terrain vertices [F6]

Landscape height changing. Landscape forming tool.


vis em LandVertexes.JPG

Change Height: Changes the height of points/area on the map.


vis em LandVertexesHeight.JPG

Ground (Positive Height): Only points over sealevel will be changed.
Sea (Negative Height): Only points below sealevel will be changed.

Erosion: Erodes Landscape.

vis em LandVertexesErosion.JPG

Background images [F7]

Sets a backgroundpicture as reference. Only bmp files are supported.

vis em backPic.JPG

To see the background image, in the "Create background image" dialogue (below), first choose some BMP file. Placement values are coordinates for top left corner (for the image covering whole map, set both to 0). Width and Height are true sizes of imported image. Example: If the map is e.g. 10240x10240 meters and the background image covers whole area, set Width and Height values to 10240. Smaller hi-res images can be used as well, if the coordinates and size are set correctly.

vis em backPicCreate.JPG


Named zones [F8]

Display/Create named zones.

List of all named zones on the map. To name a zone click LMB on mapscreen the selectionbox.


vis em namedzones.JPG


...


Named objects [F9]

Browser for all named objects on the map.

vis em namedobj.JPG


Surfaces (OFP) [F10]

Sets textures/properties to surfaces.

vis em LandTex.jpg



Woods [F11]

Creating forests as they were in Operation Flashpoint maps. Obsolete and kept only for backwards compatibility.

Terrain

You have several options to edit the height profile of your map:

class cfg
{
	PNGfilename="world.png";
	squareSize=5.000000;
	originX=0;
	originY=0;
	minHeight=120.000000;
	maxHeight=735.000000;
};


Note: for import terain operations (and any other large scale operations like this) it's recommended to disonnect buldozer otherwise it takes really long time to process the map.

Scripts

Visitor 3 gives you the opportunity to use scripts for certain tasks. Scriptfiles have the ending .vis. We use the OFP own scripting language with some extensions. For all possible command see the Visitor Script Command Reference For some examples see Script folder in the directory you found this HTML file.

DEM Files Manipulation and Export

Visitor 3 can't import of DEM files but you can easily convert DEM files to XYZ files using 3rd party software. First choice for this task is MicroDEM. How to export DEM to XYZ from Microdem 6.03:

Tips and tricks: Another good and freely available DEM utility is 3dem. It's more user friendly and faster than MicroDEM in many operations. The fastest and most compatible file format to use to transfer files from 3dem to Microdem is GeoTiff. Here are some of tips and tricks how to process DEM data using 3dem and Microdem to prepare them for Visitor:

Advanced Surface Editing

Layered Terrain Surface Representation


Your Old Flashpoint Map Project to Arma Map Project By Ivan

To avoid conflicts arising from simultaneous use of old and new projects in V3, the idea is to have a clone of the old project and transferring there old content using scripts. Since Visitor works with VISITOR OBJECT NAMES, not with MODEL NAMES, it makes the task easy. Keep old project untouched as reference and source for exporting content. Tutorial is based on assumption that you have p:\ as virtual working drive.


Make target project

You will need to make project with same dimensions as old OFP map. - Make new project in Visitor. - Specify width/height: 12800 m. Square size is 50 m.


Project Preferences - Specify some important variables before you start

Let's set paths to objects and correct satellite grid number. For Arma maps, we use following settings in Project Preferences: Textures folder: p:\ca\abel\data Objects folder: p:\ (We can use all objects from all available PBOs this way, you will be able to use Arma objects this way). Square size: should be 50 meters in your case Satellite grid: Calculate proper number using the tutorial Layered Terrain Surface Representation, OpenOffice table or updated version of V3. The goal is to enter correct number so that Visitor will cut imported HUGE texture into 512x512 bits. 512x512 is important, it is best choice for good performance. I used value 16 for Abel, "satellite" texture size was 6400x6400 px.

Detail Texture Resolution Setting

You need to set proper size of area, on which detail textures will be mapped. On Arma islands, we use 40 meters, all textures are made in order to fit to this size. You will probably need to tweak size of original textures to fit your map's values. Clutter density values can be updated accordingly. - Make sure you have Panel of Objects visible (set in View menu). In Panel of Objects, choose "landscape-textures" from first roll-down menu. - On the bottom of panel, there is Layers space, there should be one line. RMB on it and choose to Edit layer. - Name of layer is not important. Name it as you wish. - Resolution IS important. Note that available values are ([terrain size]*2expN). For big maps, you may use quite big number (~100-200 meters, ugly look guaranteed). For Abel, I chose 50x50 meters. Using Sahrani surfaces as they are will thus make them look 1.25x bigger, they stretch on surface 25% bigger than on Sahrani.


Objects

Transferring objects is not a big issue. You just need to name new object in new project EXACTLY SAME as in old one. Then you may use two ways of inserting objects. - E.g. there is object "kostelik" (=little church) in old project. Path to model is ..\Data3d\kostelik.p3d. In new project, make object with same visitor name, updated Arma counterpart is ..\ca\buildings\kostelik.p3d - Now the first way of copying it, quite suitable for copying vegetation because it saves relative size of object: Select objects of this kind in old project, copy them (Ctrl+C). In new project, go to "Edit"-> "Paste absolute" (or Shift+V) and objects should be copied on their exact locations. - Second way is script way: We made ExportObjects and ImportObjects scripts, which are part of V3 distribution. You may add them to menu by going to "Scripts"->"Manage scripts", then add them from your Visitor3\Scripts. They are ExportObjects_100.vis and ImportObjects_100.vis. Now you can export data from old project (use default settings, specify path to *.txt file) and import them into new one.


Forests

You can forget about old forests. My suggestion is to either compose forest square mock-up and copy it or make new ones.

 ! Note: The number of tree types used in forests significantly affects performance (especially the CPU load).

Roads

Same thing as 4. You will need to define all road parts in the same way as in original project. Then you just copy them and Paste-Absolute them into new one. Correct counterparts should be selected.

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