ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

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ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by phontanka on Sun Nov 16, 2014 4:00 pm

I have the pleasure of announcing the availability of a new developer tool, ForestBuilder version 1.6. This software helps route developers to create nice and natural looking forests, villages, car parks or any other locations where randomly placed repeated objects are used.



This application is the product of Managed Code, a Hungarian programmer duo and 3Ducker, also a Hungarian programmer. Its documentation was written by Tibitrain and translated to English by myself.

ForestBuilder 1.6 is immediately available from the BVE Klub website. An 11 page long illustrated English language tutorial is included.

ForestBuilder is open source, licensed under the GPL, source code is included.

http://www.bveklub.hu/forestbuilder/

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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by Quork on Sun Nov 16, 2014 6:53 pm

Yesssss! That's a huge help, correcting one of the biggest visual problems of OpenBVE (or rather the BVE system in general). Thank you!
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by Dexter on Mon Nov 17, 2014 12:03 pm

This is looking very interesting. And I am not saying that because there is 814 in the picture. Very Happy Very Happy
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by phontanka on Mon Nov 17, 2014 10:39 pm

Yeah, I was looking for the Hungarian variant of the 814 on my desktop but couldn't find it, so I decided to use the Czech one for the screenshot.
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by leezer3 on Tue Nov 18, 2014 1:19 am

Interesting little project Smile

Bugs I've found (Sorry...) :
Attempting to load an ini which is not a saved forest will cause a crash.
Doesn't work if you remove/ forget to extract language.ini

Don't know if you've considered this, but you can also add pitch and roll to objects, which IMHO definitely helps if you're trying to create massive variation.
My personal rule of thumb for this (Although it depends on the size of the object) is a normal maximum of 10 degrees, but 20 at a push. Dropping the object ~0.5m then hides any flying trunks.

I'll do some proper tinkering with the source over the next couple of days; Both of those crashes should be easily patchable out, and see what I can come up with Smile

Cheers

Chris Lees

http://www.bvecornwall.co.uk

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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by Quork on Tue Nov 18, 2014 4:05 am

For the rotation you could use the Gaussian bell curve for a realistic distribution.
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by phontanka on Tue Nov 18, 2014 6:06 am

Thanks, I'll let the developers know. A new version is being tested at the moment to include error messages in English - now they are in Hungarian only.
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by leezer3 on Tue Nov 18, 2014 4:07 pm

phontanka wrote:Thanks, I'll let the developers know. A new version is being tested at the moment to include error messages in English - now they are in Hungarian only.

Don't worry overmuch Smile

I was looking to break it (I've got experience in doing that with BVEC_ATS now!), and they're not things that someone would likely do by accident Wink

If you want to get really fancy, you could probably plot the generated points on a bitmap to show the generated distribution, but I suspect that's probably going OTT.

Cheers

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http://www.bvecornwall.co.uk

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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by Quork on Tue Nov 18, 2014 4:40 pm

That would be fancy on one hand, but great on the other - imagine having a fitting ground texture! That would be very easy to do starting with such a bitmap, already simple blurring and colour exchange would allow for tree-specific shadows. Doesn't exactly need high resolution - if you'd do the ground texture itself (grass/leaves/moss/whatever) and the shadows separate, you could loop the first (not tree-specific, just like now) and then overlay the latter (maybe 10cm above ground to avoid interference between the two faces), the shadow texture wouldn't need a high resolution - a pixel a metre would be more than enough probably.
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by phontanka on Tue Nov 18, 2014 10:56 pm

A new version of ForestBuilder is out, error messages are now tranlated to English. This is version 1.7.

http://www.bveklub.hu/forestbuilder
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by phontanka on Wed Jul 22, 2015 3:52 pm

Today we've updated ForestBuilder to version 1.8, this is a bugfix release. Available from:

http://www.bveklub.hu/forestbuilder/
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by Dexter on Fri Jul 24, 2015 1:26 am

I will go ahead and give this tool a try. I keep sticking around with one side project (just for fun) and I believe this might ease my work. We'll see. Smile
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

Post by phontanka on Wed Jul 29, 2015 7:00 pm

ForestBuilder v1.9 is now released by ManagedCode. This release brings one change: Y rotation min and max values are now saved into projects.

http://www.bveklub.hu/forestbuilder/
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Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms, etc easily for OpenBVE

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