maps4fs 1.1.0__py3-none-any.whl → 1.2.3__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- maps4fs/generator/background.py +4 -1
- maps4fs/generator/component.py +10 -1
- maps4fs/generator/game.py +16 -1
- maps4fs/generator/grle.py +222 -0
- maps4fs/generator/i3d.py +174 -1
- maps4fs/generator/map.py +16 -1
- maps4fs/generator/texture.py +28 -8
- {maps4fs-1.1.0.dist-info → maps4fs-1.2.3.dist-info}/METADATA +34 -11
- maps4fs-1.2.3.dist-info/RECORD +21 -0
- maps4fs-1.1.0.dist-info/RECORD +0 -21
- {maps4fs-1.1.0.dist-info → maps4fs-1.2.3.dist-info}/LICENSE.md +0 -0
- {maps4fs-1.1.0.dist-info → maps4fs-1.2.3.dist-info}/WHEEL +0 -0
- {maps4fs-1.1.0.dist-info → maps4fs-1.2.3.dist-info}/top_level.txt +0 -0
maps4fs/generator/background.py
CHANGED
@@ -43,6 +43,7 @@ class Background(Component):
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def preprocess(self) -> None:
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"""Registers the DEMs for the background terrain."""
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self.light_version = self.kwargs.get("light_version", False)
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+
self.stl_preview_path: str | None = None
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if self.rotation:
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self.logger.debug("Rotation is enabled: %s.", self.rotation)
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@@ -62,6 +63,7 @@ class Background(Component):
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for name, autoprocess in zip(ELEMENTS, autoprocesses):
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dem = DEM(
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self.game,
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self.map,
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self.coordinates,
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background_size,
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rotated_size,
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@@ -335,7 +337,8 @@ class Background(Component):
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cv2.imwrite(background_dem_preview_path, background_dem_preview_image)
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preview_paths.append(background_dem_preview_path)
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-
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if self.stl_preview_path:
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preview_paths.append(self.stl_preview_path)
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return preview_paths
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maps4fs/generator/component.py
CHANGED
@@ -17,6 +17,7 @@ from maps4fs.generator.qgis import save_scripts
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if TYPE_CHECKING:
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from maps4fs.generator.game import Game
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from maps4fs.generator.map import Map
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# pylint: disable=R0801, R0903, R0902, R0904
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@@ -25,6 +26,7 @@ class Component:
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Arguments:
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game (Game): The game instance for which the map is generated.
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map (Map): The map instance for which the component is generated.
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coordinates (tuple[float, float]): The latitude and longitude of the center of the map.
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map_size (int): The size of the map in pixels.
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map_rotated_size (int): The size of the map in pixels after rotation.
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@@ -37,6 +39,7 @@ class Component:
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def __init__(
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self,
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game: Game,
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map: Map, # pylint: disable=W0622
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coordinates: tuple[float, float],
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map_size: int,
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map_rotated_size: int,
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@@ -46,6 +49,7 @@ class Component:
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**kwargs, # pylint: disable=W0613, R0913, R0917
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):
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self.game = game
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self.map = map
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self.coordinates = coordinates
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self.map_size = map_size
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self.map_rotated_size = map_rotated_size
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@@ -356,6 +360,7 @@ class Component:
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offset = (self.map_size / 2) - (self.map_rotated_size / 2)
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self.logger.debug("Translating the polygon by %s", offset)
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polygon = translate(polygon, xoff=offset, yoff=offset)
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self.logger.debug("Rotated and translated polygon.")
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if margin:
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polygon = polygon.buffer(margin, join_style="mitre")
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@@ -367,12 +372,16 @@ class Component:
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# Intersect the polygon with the bounds to fit it within the map
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fitted_polygon = polygon.intersection(bounds)
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self.logger.debug("Fitted the polygon into the bounds: %s", bounds)
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if not isinstance(fitted_polygon, Polygon):
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raise ValueError("The fitted polygon is not a valid polygon.")
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# Return the fitted polygon points
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-
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as_list = list(fitted_polygon.exterior.coords)
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if not as_list:
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raise ValueError("The fitted polygon has no points.")
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return as_list
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def get_infolayer_path(self, layer_name: str) -> str | None:
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"""Returns the path to the info layer file.
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maps4fs/generator/game.py
CHANGED
@@ -31,11 +31,12 @@ class Game:
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"""
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code: str | None = None
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dem_multipliyer: int =
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dem_multipliyer: int = 2
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_additional_dem_name: str | None = None
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_map_template_path: str | None = None
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_texture_schema: str | None = None
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_grle_schema: str | None = None
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_tree_schema: str | None = None
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# Order matters! Some components depend on others.
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components = [Texture, I3d, GRLE, Background, Config]
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@@ -109,6 +110,19 @@ class Game:
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raise ValueError("GRLE layers schema path not set.")
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return self._grle_schema
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@property
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def tree_schema(self) -> str:
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"""Returns the path to the tree layers schema file.
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Raises:
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ValueError: If the tree layers schema path is not set.
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Returns:
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str: The path to the tree layers schema file."""
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if not self._tree_schema:
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raise ValueError("Tree layers schema path not set.")
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return self._tree_schema
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def dem_file_path(self, map_directory: str) -> str:
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"""Returns the path to the DEM file.
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@@ -187,6 +201,7 @@ class FS25(Game):
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_map_template_path = os.path.join(working_directory, "data", "fs25-map-template.zip")
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_texture_schema = os.path.join(working_directory, "data", "fs25-texture-schema.json")
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_grle_schema = os.path.join(working_directory, "data", "fs25-grle-schema.json")
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_tree_schema = os.path.join(working_directory, "data", "fs25-tree-schema.json")
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def dem_file_path(self, map_directory: str) -> str:
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"""Returns the path to the DEM file.
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maps4fs/generator/grle.py
CHANGED
@@ -2,12 +2,21 @@
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import json
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import os
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from random import choice, randint
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from xml.etree import ElementTree as ET
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import cv2
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import numpy as np
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from shapely.geometry import Polygon # type: ignore
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from maps4fs.generator.component import Component
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from maps4fs.generator.texture import Texture
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ISLAND_SIZE_MIN = 10
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ISLAND_SIZE_MAX = 200
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ISLAND_DISTORTION = 0.3
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ISLAND_VERTEX_COUNT = 30
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ISLAND_ROUNDING_RADIUS = 15
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# pylint: disable=W0223
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@@ -32,6 +41,7 @@ class GRLE(Component):
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attribute. If the game does not support I3D files, the attribute is set to None."""
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self.farmland_margin = self.kwargs.get("farmland_margin", 0)
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self.randomize_plants = self.kwargs.get("randomize_plants", True)
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try:
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grle_schema_path = self.game.grle_schema
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@@ -76,6 +86,11 @@ class GRLE(Component):
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self.logger.warning("Invalid InfoLayer schema: %s.", info_layer)
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self._add_farmlands()
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if self.game.code == "FS25":
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self.logger.info("Game is %s, plants will be added.", self.game.code)
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self._add_plants()
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else:
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self.logger.warning("Adding plants it's not supported for the %s.", self.game.code)
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def previews(self) -> list[str]:
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"""Returns a list of paths to the preview images (empty list).
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@@ -108,6 +123,10 @@ class GRLE(Component):
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self.game.weights_dir_path(self.map_directory), "infoLayer_farmlands.png"
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)
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self.logger.info(
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"Adding farmlands to the InfoLayer PNG file: %s.", info_layer_farmlands_path
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)
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if not os.path.isfile(info_layer_farmlands_path):
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self.logger.warning("InfoLayer PNG file %s not found.", info_layer_farmlands_path)
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return
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@@ -139,12 +158,19 @@ class GRLE(Component):
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)
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continue
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self.logger.debug("Fitted field %s contains %s points.", farmland_id, len(fitted_field))
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field_np = np.array(fitted_field, np.int32)
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field_np = field_np.reshape((-1, 1, 2))
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self.logger.debug(
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"Created a numpy array and reshaped it. Number of points: %s", len(field_np)
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)
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# Infolayer image is 1/2 of the size of the map image, that's why we need to divide
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# the coordinates by 2.
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field_np = field_np // 2
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self.logger.debug("Divided the coordinates by 2.")
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# pylint: disable=no-member
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try:
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self.logger.info(
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"Farmlands added to the InfoLayer PNG file: %s.", info_layer_farmlands_path
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)
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# pylint: disable=R0915
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def _add_plants(self) -> None:
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"""Adds plants to the InfoLayer PNG file."""
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# 1. Get the path to the densityMap_fruits.png.
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# 2. Get the path to the base layer (grass).
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# 3. Detect non-zero areas in the base layer (it's where the plants will be placed).
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texture_component: Texture | None = self.map.get_component("Texture") # type: ignore
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if not texture_component:
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self.logger.warning("Texture component not found in the map.")
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return
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grass_layer = texture_component.get_layer_by_usage("grass")
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if not grass_layer:
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self.logger.warning("Grass layer not found in the texture component.")
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return
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weights_directory = self.game.weights_dir_path(self.map_directory)
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grass_image_path = grass_layer.get_preview_or_path(weights_directory)
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self.logger.debug("Grass image path: %s.", grass_image_path)
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forest_layer = texture_component.get_layer_by_usage("forest")
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forest_image = None
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if forest_layer:
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forest_image_path = forest_layer.get_preview_or_path(weights_directory)
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self.logger.debug("Forest image path: %s.", forest_image_path)
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if forest_image_path:
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# pylint: disable=no-member
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forest_image = cv2.imread(forest_image_path, cv2.IMREAD_UNCHANGED)
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if not grass_image_path or not os.path.isfile(grass_image_path):
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self.logger.warning("Base image not found in %s.", grass_image_path)
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return
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density_map_fruit_path = os.path.join(
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self.game.weights_dir_path(self.map_directory), "densityMap_fruits.png"
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)
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self.logger.debug("Density map for fruits path: %s.", density_map_fruit_path)
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if not os.path.isfile(density_map_fruit_path):
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self.logger.warning("Density map for fruits not found in %s.", density_map_fruit_path)
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return
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# Single channeled 8-bit image, where non-zero values (255) are where the grass is.
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grass_image = cv2.imread( # pylint: disable=no-member
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grass_image_path, cv2.IMREAD_UNCHANGED # pylint: disable=no-member
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)
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# Density map of the fruits is 2X size of the base image, so we need to resize it.
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# We'll resize the base image to make it bigger, so we can compare the values.
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grass_image = cv2.resize( # pylint: disable=no-member
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grass_image,
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(grass_image.shape[1] * 2, grass_image.shape[0] * 2),
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interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
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)
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if forest_image is not None:
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forest_image = cv2.resize( # pylint: disable=no-member
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forest_image,
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(forest_image.shape[1] * 2, forest_image.shape[0] * 2),
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interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
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)
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# Add non zero values from the forest image to the grass image.
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grass_image[forest_image != 0] = 255
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# B and G channels remain the same (zeros), while we change the R channel.
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possible_R_values = [33, 65, 97, 129, 161, 193, 225] # pylint: disable=C0103
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# 1st approach: Change the non zero values in the base image to 33 (for debug).
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# And use the base image as R channel in the density map.
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# pylint: disable=no-member
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def create_island_of_plants(image: np.ndarray, count: int) -> np.ndarray:
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"""Create an island of plants in the image.
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Arguments:
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image (np.ndarray): The image where the island of plants will be created.
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count (int): The number of islands of plants to create.
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Returns:
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np.ndarray: The image with the islands of plants.
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"""
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for _ in range(count):
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# Randomly choose the value for the island.
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plant_value = choice(possible_R_values)
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# Randomly choose the size of the island.
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island_size = randint(ISLAND_SIZE_MIN, ISLAND_SIZE_MAX)
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# Randomly choose the position of the island.
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# x = np.random.randint(0, image.shape[1] - island_size)
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# y = np.random.randint(0, image.shape[0] - island_size)
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x = randint(0, image.shape[1] - island_size)
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y = randint(0, image.shape[0] - island_size)
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# Randomly choose the shape of the island.
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# shapes = ["circle", "ellipse", "polygon"]
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# shape = choice(shapes)
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try:
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polygon_points = get_rounded_polygon(
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num_vertices=ISLAND_VERTEX_COUNT,
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center=(x + island_size // 2, y + island_size // 2),
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radius=island_size // 2,
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rounding_radius=ISLAND_ROUNDING_RADIUS,
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)
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if not polygon_points:
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continue
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nodes = np.array(polygon_points, np.int32) # type: ignore
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cv2.fillPoly(image, [nodes], plant_value) # type: ignore
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except Exception: # pylint: disable=W0703
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continue
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return image
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def get_rounded_polygon(
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num_vertices: int, center: tuple[int, int], radius: int, rounding_radius: int
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) -> list[tuple[int, int]] | None:
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"""Get a randomly rounded polygon.
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Arguments:
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num_vertices (int): The number of vertices of the polygon.
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center (tuple[int, int]): The center of the polygon.
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radius (int): The radius of the polygon.
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rounding_radius (int): The rounding radius of the polygon.
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Returns:
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list[tuple[int, int]] | None: The rounded polygon.
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"""
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331
|
+
angle_offset = np.pi / num_vertices
|
332
|
+
angles = np.linspace(0, 2 * np.pi, num_vertices, endpoint=False) + angle_offset
|
333
|
+
random_angles = angles + np.random.uniform(
|
334
|
+
-ISLAND_DISTORTION, ISLAND_DISTORTION, num_vertices
|
335
|
+
) # Add randomness to angles
|
336
|
+
random_radii = radius + np.random.uniform(
|
337
|
+
-radius * ISLAND_DISTORTION, radius * ISLAND_DISTORTION, num_vertices
|
338
|
+
) # Add randomness to radii
|
339
|
+
|
340
|
+
points = [
|
341
|
+
(center[0] + np.cos(a) * r, center[1] + np.sin(a) * r)
|
342
|
+
for a, r in zip(random_angles, random_radii)
|
343
|
+
]
|
344
|
+
polygon = Polygon(points)
|
345
|
+
buffered_polygon = polygon.buffer(rounding_radius, resolution=16)
|
346
|
+
rounded_polygon = list(buffered_polygon.exterior.coords)
|
347
|
+
if not rounded_polygon:
|
348
|
+
return None
|
349
|
+
return rounded_polygon
|
350
|
+
|
351
|
+
grass_image_copy = grass_image.copy()
|
352
|
+
if forest_image is not None:
|
353
|
+
# Add the forest layer to the base image, to merge the masks.
|
354
|
+
grass_image_copy[forest_image != 0] = 33
|
355
|
+
# Set all the non-zero values to 33.
|
356
|
+
grass_image_copy[grass_image != 0] = 33
|
357
|
+
|
358
|
+
# Add islands of plants to the base image.
|
359
|
+
island_count = self.map_size
|
360
|
+
self.logger.info("Adding %s islands of plants to the base image.", island_count)
|
361
|
+
if self.randomize_plants:
|
362
|
+
grass_image_copy = create_island_of_plants(grass_image_copy, island_count)
|
363
|
+
self.logger.debug("Islands of plants added to the base image.")
|
364
|
+
|
365
|
+
# Sligtly reduce the size of the grass_image, that we'll use as mask.
|
366
|
+
kernel = np.ones((3, 3), np.uint8)
|
367
|
+
grass_image = cv2.erode(grass_image, kernel, iterations=1)
|
368
|
+
|
369
|
+
# Remove the values where the base image has zeros.
|
370
|
+
grass_image_copy[grass_image == 0] = 0
|
371
|
+
self.logger.debug("Removed the values where the base image has zeros.")
|
372
|
+
|
373
|
+
# Set zeros on all sides of the image
|
374
|
+
grass_image_copy[0, :] = 0 # Top side
|
375
|
+
grass_image_copy[-1, :] = 0 # Bottom side
|
376
|
+
grass_image_copy[:, 0] = 0 # Left side
|
377
|
+
grass_image_copy[:, -1] = 0 # Right side
|
378
|
+
|
379
|
+
# Value of 33 represents the base grass plant.
|
380
|
+
# After painting it with base grass, we'll create multiple islands of different plants.
|
381
|
+
# On the final step, we'll remove all the values which in pixels
|
382
|
+
# where zerons in the original base image (so we don't paint grass where it should not be).
|
383
|
+
|
384
|
+
# Three channeled 8-bit image, where non-zero values are the
|
385
|
+
# different types of plants (only in the R channel).
|
386
|
+
density_map_fruits = cv2.imread(density_map_fruit_path, cv2.IMREAD_UNCHANGED)
|
387
|
+
self.logger.debug("Density map for fruits loaded, shape: %s.", density_map_fruits.shape)
|
388
|
+
|
389
|
+
# Put the updated base image as the B channel in the density map.
|
390
|
+
density_map_fruits[:, :, 0] = grass_image_copy
|
391
|
+
self.logger.debug("Updated base image added as the B channel in the density map.")
|
392
|
+
|
393
|
+
# Save the updated density map.
|
394
|
+
# Ensure that order of channels is correct because CV2 uses BGR and we need RGB.
|
395
|
+
density_map_fruits = cv2.cvtColor(density_map_fruits, cv2.COLOR_BGR2RGB)
|
396
|
+
cv2.imwrite(density_map_fruit_path, density_map_fruits)
|
397
|
+
self.logger.info("Updated density map for fruits saved in %s.", density_map_fruit_path)
|
maps4fs/generator/i3d.py
CHANGED
@@ -4,14 +4,23 @@ from __future__ import annotations
|
|
4
4
|
|
5
5
|
import json
|
6
6
|
import os
|
7
|
+
from random import choice, randint, uniform
|
8
|
+
from typing import Generator
|
7
9
|
from xml.etree import ElementTree as ET
|
8
10
|
|
11
|
+
import cv2
|
12
|
+
import numpy as np
|
13
|
+
|
9
14
|
from maps4fs.generator.component import Component
|
15
|
+
from maps4fs.generator.texture import Texture
|
10
16
|
|
11
17
|
DEFAULT_HEIGHT_SCALE = 2000
|
18
|
+
DISPLACEMENT_LAYER_SIZE_FOR_BIG_MAPS = 32768
|
12
19
|
DEFAULT_MAX_LOD_DISTANCE = 10000
|
13
20
|
DEFAULT_MAX_LOD_OCCLUDER_DISTANCE = 10000
|
14
|
-
NODE_ID_STARTING_VALUE =
|
21
|
+
NODE_ID_STARTING_VALUE = 2000
|
22
|
+
TREE_NODE_ID_STARTING_VALUE = 4000
|
23
|
+
DEFAULT_FOREST_DENSITY = 10
|
15
24
|
|
16
25
|
|
17
26
|
# pylint: disable=R0903
|
@@ -43,10 +52,14 @@ class I3d(Component):
|
|
43
52
|
self.logger.info("I3D file processing is not implemented for this game.")
|
44
53
|
self._map_i3d_path = None
|
45
54
|
|
55
|
+
self.forest_density = self.kwargs.get("forest_density", DEFAULT_FOREST_DENSITY)
|
56
|
+
self.logger.info("Forest density: %s.", self.forest_density)
|
57
|
+
|
46
58
|
def process(self) -> None:
|
47
59
|
"""Updates the map I3D file with the default settings."""
|
48
60
|
self._update_i3d_file()
|
49
61
|
self._add_fields()
|
62
|
+
self._add_forests()
|
50
63
|
|
51
64
|
def _get_tree(self) -> ET.ElementTree | None:
|
52
65
|
"""Returns the ElementTree instance of the map I3D file."""
|
@@ -84,6 +97,30 @@ class I3d(Component):
|
|
84
97
|
|
85
98
|
self.logger.debug("TerrainTransformGroup element updated in I3D file.")
|
86
99
|
|
100
|
+
sun_elem = map_elem.find(".//Light[@name='sun']")
|
101
|
+
|
102
|
+
if sun_elem is not None:
|
103
|
+
self.logger.debug("Sun element found in I3D file.")
|
104
|
+
|
105
|
+
distance = self.map_size // 2
|
106
|
+
|
107
|
+
sun_elem.set("lastShadowMapSplitBboxMin", f"-{distance},-128,-{distance}")
|
108
|
+
sun_elem.set("lastShadowMapSplitBboxMax", f"{distance},148,{distance}")
|
109
|
+
|
110
|
+
self.logger.debug(
|
111
|
+
"Sun BBOX updated with half of the map size: %s.",
|
112
|
+
distance,
|
113
|
+
)
|
114
|
+
|
115
|
+
if self.map_size > 4096:
|
116
|
+
displacement_layer = terrain_elem.find(".//DisplacementLayer") # pylint: disable=W0631
|
117
|
+
|
118
|
+
if displacement_layer is not None:
|
119
|
+
displacement_layer.set("size", str(DISPLACEMENT_LAYER_SIZE_FOR_BIG_MAPS))
|
120
|
+
self.logger.debug(
|
121
|
+
"Map size is greater than 4096, DisplacementLayer size set to %s.",
|
122
|
+
)
|
123
|
+
|
87
124
|
tree.write(self._map_i3d_path) # type: ignore
|
88
125
|
self.logger.info("Map I3D file saved to: %s.", self._map_i3d_path)
|
89
126
|
|
@@ -116,6 +153,7 @@ class I3d(Component):
|
|
116
153
|
return
|
117
154
|
|
118
155
|
self.logger.info("Found %s fields in textures info layer.", len(fields))
|
156
|
+
self.logger.debug("Starging to add fields to the I3D file.")
|
119
157
|
|
120
158
|
root = tree.getroot()
|
121
159
|
gameplay_node = root.find(".//TransformGroup[@name='gameplay']")
|
@@ -290,3 +328,138 @@ class I3d(Component):
|
|
290
328
|
attribute_node.set("type", attr_type)
|
291
329
|
attribute_node.set("value", value)
|
292
330
|
return attribute_node
|
331
|
+
|
332
|
+
# pylint: disable=R0911
|
333
|
+
def _add_forests(self) -> None:
|
334
|
+
"""Adds forests to the map I3D file."""
|
335
|
+
try:
|
336
|
+
tree_schema_path = self.game.tree_schema
|
337
|
+
except ValueError:
|
338
|
+
self.logger.warning("Tree schema path not set for the Game %s.", self.game.code)
|
339
|
+
return
|
340
|
+
|
341
|
+
if not os.path.isfile(tree_schema_path):
|
342
|
+
self.logger.warning("Tree schema file was not found: %s.", tree_schema_path)
|
343
|
+
return
|
344
|
+
|
345
|
+
try:
|
346
|
+
with open(tree_schema_path, "r", encoding="utf-8") as tree_schema_file:
|
347
|
+
tree_schema: list[dict[str, str | int]] = json.load(tree_schema_file)
|
348
|
+
except json.JSONDecodeError as e:
|
349
|
+
self.logger.warning(
|
350
|
+
"Could not load tree schema from %s with error: %s", tree_schema_path, e
|
351
|
+
)
|
352
|
+
return
|
353
|
+
|
354
|
+
texture_component: Texture | None = self.map.get_component("Texture") # type: ignore
|
355
|
+
if not texture_component:
|
356
|
+
self.logger.warning("Texture component not found.")
|
357
|
+
return
|
358
|
+
|
359
|
+
forest_layer = texture_component.get_layer_by_usage("forest")
|
360
|
+
|
361
|
+
if not forest_layer:
|
362
|
+
self.logger.warning("Forest layer not found.")
|
363
|
+
return
|
364
|
+
|
365
|
+
weights_directory = self.game.weights_dir_path(self.map_directory)
|
366
|
+
forest_image_path = forest_layer.get_preview_or_path(weights_directory)
|
367
|
+
|
368
|
+
if not forest_image_path or not os.path.isfile(forest_image_path):
|
369
|
+
self.logger.warning("Forest image not found.")
|
370
|
+
return
|
371
|
+
|
372
|
+
tree = self._get_tree()
|
373
|
+
if tree is None:
|
374
|
+
return
|
375
|
+
|
376
|
+
# Find the <Scene> element in the I3D file.
|
377
|
+
root = tree.getroot()
|
378
|
+
scene_node = root.find(".//Scene")
|
379
|
+
if scene_node is None:
|
380
|
+
self.logger.warning("Scene element not found in I3D file.")
|
381
|
+
return
|
382
|
+
|
383
|
+
self.logger.debug("Scene element found in I3D file, starting to add forests.")
|
384
|
+
|
385
|
+
node_id = TREE_NODE_ID_STARTING_VALUE
|
386
|
+
|
387
|
+
# Create <TransformGroup name="trees" translation="0 400 0" nodeId="{node_id}"> element.
|
388
|
+
trees_node = ET.Element("TransformGroup")
|
389
|
+
trees_node.set("name", "trees")
|
390
|
+
trees_node.set("translation", "0 400 0")
|
391
|
+
trees_node.set("nodeId", str(node_id))
|
392
|
+
node_id += 1
|
393
|
+
|
394
|
+
# pylint: disable=no-member
|
395
|
+
forest_image = cv2.imread(forest_image_path, cv2.IMREAD_UNCHANGED)
|
396
|
+
|
397
|
+
tree_count = 0
|
398
|
+
for x, y in self.non_empty_pixels(forest_image, step=self.forest_density):
|
399
|
+
xcs, ycs = self.top_left_coordinates_to_center((x, y))
|
400
|
+
node_id += 1
|
401
|
+
|
402
|
+
rotation = randint(-180, 180)
|
403
|
+
xcs, ycs = self.randomize_coordinates((xcs, ycs), self.forest_density) # type: ignore
|
404
|
+
|
405
|
+
random_tree = choice(tree_schema)
|
406
|
+
tree_name = random_tree["name"]
|
407
|
+
tree_id = random_tree["reference_id"]
|
408
|
+
|
409
|
+
reference_node = ET.Element("ReferenceNode")
|
410
|
+
reference_node.set("name", tree_name) # type: ignore
|
411
|
+
reference_node.set("translation", f"{xcs} 0 {ycs}")
|
412
|
+
reference_node.set("rotation", f"0 {rotation} 0")
|
413
|
+
reference_node.set("referenceId", str(tree_id))
|
414
|
+
reference_node.set("nodeId", str(node_id))
|
415
|
+
|
416
|
+
trees_node.append(reference_node)
|
417
|
+
tree_count += 1
|
418
|
+
|
419
|
+
scene_node.append(trees_node)
|
420
|
+
self.logger.info("Added %s trees to the I3D file.", tree_count)
|
421
|
+
|
422
|
+
tree.write(self._map_i3d_path) # type: ignore
|
423
|
+
self.logger.info("Map I3D file saved to: %s.", self._map_i3d_path)
|
424
|
+
|
425
|
+
@staticmethod
|
426
|
+
def randomize_coordinates(coordinates: tuple[int, int], density: int) -> tuple[float, float]:
|
427
|
+
"""Randomizes the coordinates of the point with the given density.
|
428
|
+
|
429
|
+
Arguments:
|
430
|
+
coordinates (tuple[int, int]): The coordinates of the point.
|
431
|
+
density (int): The density of the randomization.
|
432
|
+
|
433
|
+
Returns:
|
434
|
+
tuple[float, float]: The randomized coordinates of the point.
|
435
|
+
"""
|
436
|
+
MAXIMUM_RELATIVE_SHIFT = 0.2 # pylint: disable=C0103
|
437
|
+
shift_range = density * MAXIMUM_RELATIVE_SHIFT
|
438
|
+
|
439
|
+
x_shift = uniform(-shift_range, shift_range)
|
440
|
+
y_shift = uniform(-shift_range, shift_range)
|
441
|
+
|
442
|
+
x, y = coordinates
|
443
|
+
x += x_shift # type: ignore
|
444
|
+
y += y_shift # type: ignore
|
445
|
+
|
446
|
+
return x, y
|
447
|
+
|
448
|
+
@staticmethod
|
449
|
+
def non_empty_pixels(
|
450
|
+
image: np.ndarray, step: int = 1
|
451
|
+
) -> Generator[tuple[int, int], None, None]:
|
452
|
+
"""Receives numpy array, which represents single-channeled image of uint8 type.
|
453
|
+
Yield coordinates of non-empty pixels (pixels with value greater than 0).
|
454
|
+
|
455
|
+
Arguments:
|
456
|
+
image (np.ndarray): The image to get non-empty pixels from.
|
457
|
+
step (int, optional): The step to iterate through the image. Defaults to 1.
|
458
|
+
|
459
|
+
Yields:
|
460
|
+
tuple[int, int]: The coordinates of non-empty pixels.
|
461
|
+
"""
|
462
|
+
for y, row in enumerate(image[::step]):
|
463
|
+
for x, value in enumerate(row[::step]):
|
464
|
+
if value > 0:
|
465
|
+
yield x * step, y * step
|
maps4fs/generator/map.py
CHANGED
@@ -74,6 +74,7 @@ class Map:
|
|
74
74
|
for game_component in self.game.components:
|
75
75
|
component = game_component(
|
76
76
|
self.game,
|
77
|
+
self,
|
77
78
|
self.coordinates,
|
78
79
|
self.size,
|
79
80
|
self.rotated_size,
|
@@ -82,6 +83,7 @@ class Map:
|
|
82
83
|
self.logger,
|
83
84
|
**self.kwargs,
|
84
85
|
)
|
86
|
+
self.components.append(component)
|
85
87
|
|
86
88
|
yield component.__class__.__name__
|
87
89
|
|
@@ -104,7 +106,20 @@ class Map:
|
|
104
106
|
e,
|
105
107
|
)
|
106
108
|
raise e
|
107
|
-
|
109
|
+
|
110
|
+
def get_component(self, component_name: str) -> Component | None:
|
111
|
+
"""Get component by name.
|
112
|
+
|
113
|
+
Arguments:
|
114
|
+
component_name (str): Name of the component.
|
115
|
+
|
116
|
+
Returns:
|
117
|
+
Component | None: Component instance or None if not found.
|
118
|
+
"""
|
119
|
+
for component in self.components:
|
120
|
+
if component.__class__.__name__ == component_name:
|
121
|
+
return component
|
122
|
+
return None
|
108
123
|
|
109
124
|
def previews(self) -> list[str]:
|
110
125
|
"""Get list of preview images.
|
maps4fs/generator/texture.py
CHANGED
@@ -63,6 +63,7 @@ class Texture(Component):
|
|
63
63
|
exclude_weight: bool = False,
|
64
64
|
priority: int | None = None,
|
65
65
|
info_layer: str | None = None,
|
66
|
+
usage: str | None = None,
|
66
67
|
):
|
67
68
|
self.name = name
|
68
69
|
self.count = count
|
@@ -72,6 +73,7 @@ class Texture(Component):
|
|
72
73
|
self.exclude_weight = exclude_weight
|
73
74
|
self.priority = priority
|
74
75
|
self.info_layer = info_layer
|
76
|
+
self.usage = usage
|
75
77
|
|
76
78
|
def to_json(self) -> dict[str, str | list[str] | bool]: # type: ignore
|
77
79
|
"""Returns dictionary with layer data.
|
@@ -87,6 +89,7 @@ class Texture(Component):
|
|
87
89
|
"exclude_weight": self.exclude_weight,
|
88
90
|
"priority": self.priority,
|
89
91
|
"info_layer": self.info_layer,
|
92
|
+
"usage": self.usage,
|
90
93
|
}
|
91
94
|
|
92
95
|
data = {k: v for k, v in data.items() if v is not None}
|
@@ -117,29 +120,29 @@ class Texture(Component):
|
|
117
120
|
weight_postfix = "_weight" if not self.exclude_weight else ""
|
118
121
|
return os.path.join(weights_directory, f"{self.name}{idx}{weight_postfix}.png")
|
119
122
|
|
120
|
-
def path_preview(self,
|
123
|
+
def path_preview(self, weights_directory: str) -> str:
|
121
124
|
"""Returns path to the preview of the first texture of the layer.
|
122
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weights_directory (str): Path to the directory with weights.
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"""
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otherwise returns path to the texture.
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str: Path to the preview or texture.
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"""
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def paths(self, weights_directory: str) -> list[str]:
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usage (str): Usage of the layer.
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Layer | None: Layer.
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"""
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return None
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def process(self):
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Arguments:
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layer (Layer): Layer with textures and tags.
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"""
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size = (self.map_size, self.map_size)
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else:
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postfix = "_weight.png" if not layer.exclude_weight else ".png"
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filepaths = [os.path.join(self._weights_dir, layer.name + postfix)]
|
@@ -1,6 +1,6 @@
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1
1
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Metadata-Version: 2.1
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2
2
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Name: maps4fs
|
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Version: 1.
|
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Version: 1.2.3
|
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Summary: Generate map templates for Farming Simulator from real places.
|
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Author-email: iwatkot <iwatkot@gmail.com>
|
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License: MIT License
|
@@ -35,6 +35,7 @@ Requires-Dist: pympler
|
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<a href="#How-To-Run">How-To-Run</a><br>
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<a href="docs/FAQ.md">FAQ</a> •
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<a href="docs/map_structure.md">Map Structure</a> •
|
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<a href="docs/tips_and_hints.md">Tips and Hints</a> •
|
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<a href="#Modder-Toolbox">Modder Toolbox</a><br>
|
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40
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<a href="#Supported-objects">Supported objects</a> •
|
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<a href="#Generation-info">Generation info</a> •
|
@@ -42,9 +43,10 @@ Requires-Dist: pympler
|
|
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<a href="#Background-terrain">Background terrain</a> •
|
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<a href="#Overview-image">Overview image</a><br>
|
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<a href="#DDS-conversion">DDS conversion</a> •
|
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-
<a href="#
|
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<a href="#Advanced-settings">Advanced settings</a> •
|
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<a href="#Resources">Resources</a> •
|
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|
-
<a href="#Bugs-and-feature-requests">Bugs and feature requests</a>
|
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+
<a href="#Bugs-and-feature-requests">Bugs and feature requests</a><br>
|
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<a href="#Special-thanks">Special thanks</a>
|
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|
</p>
|
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@@ -66,6 +68,8 @@ Requires-Dist: pympler
|
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🔄 Support map rotation 🆕<br>
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🌾 Automatically generates fields 🆕<br>
|
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🌽 Automatically generates farmlands 🆕<br>
|
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🌿 Automatically generates decorative foliage 🆕<br>
|
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🌲 Automatically generates forests 🆕<br>
|
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🌍 Based on real-world data from OpenStreetMap<br>
|
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🏞️ Generates height map using SRTM dataset<br>
|
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📦 Provides a ready-to-use map template for the Giants Editor<br>
|
@@ -78,17 +82,20 @@ Requires-Dist: pympler
|
|
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<p align="center">
|
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<img src="https://github.com/user-attachments/assets/cf8f5752-9c69-4018-bead-290f59ba6976"><br>
|
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🌎 Detailed terrain based on real-world data.<br><br>
|
81
|
-
<img src="https://github.com/user-attachments/assets/
|
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-
🛰️ Realistic background terrain
|
85
|
+
<img src="https://github.com/user-attachments/assets/dc40d0bb-c20b-411c-8833-9925d0389452"><br>
|
86
|
+
🛰️ Realistic background terrain with satellite images.<br><br>
|
87
|
+
<img src="https://github.com/user-attachments/assets/6e3c0e99-2cce-46ac-82db-5cb60bba7a30"><br>
|
88
|
+
📐 Perfectly aligned background terrain.<br><br>
|
89
|
+
<img src="https://github.com/user-attachments/assets/5764b2ec-e626-426f-9f5d-beb12ba95133"><br>
|
90
|
+
🌿 Automatically generates decorative foliage.<br><br>
|
91
|
+
<img src="https://github.com/user-attachments/assets/27a5e541-a9f5-4504-b8d2-64aae9fb3e52"><br>
|
92
|
+
🌲 Automatically generates forests.<br><br>
|
83
93
|
<img src="https://github.com/user-attachments/assets/80e5923c-22c7-4dc0-8906-680902511f3a"><br>
|
84
94
|
🗒️ True-to-life blueprints for fast and precise modding.<br><br>
|
85
95
|
<img width="480" src="https://github.com/user-attachments/assets/1a8802d2-6a3b-4bfa-af2b-7c09478e199b"><br>
|
86
96
|
🌾 Field generation with one click.<br><br>
|
87
97
|
<img width="480" src="https://github.com/user-attachments/assets/4d1fa879-5d60-438b-a84e-16883bcef0ec"><br>
|
88
98
|
🌽 Automatic farmlands generation based on the fields.<br><br>
|
89
|
-
<img src="https://github.com/user-attachments/assets/cce45575-c917-4a1b-bdc0-6368e32ccdff"><br>
|
90
|
-
📏 Almost any possible map sizes.
|
91
|
-
</p>
|
92
99
|
|
93
100
|
📹 A complete step-by-step video tutorial is here!
|
94
101
|
<a href="https://www.youtube.com/watch?v=Nl_aqXJ5nAk" target="_blank"><img src="https://github.com/user-attachments/assets/4845e030-0e73-47ab-a5a3-430308913060"/></a>
|
@@ -111,7 +118,7 @@ So, jump to [Docker version](#option-2-docker-version) to launch the tool with o
|
|
111
118
|
### 😎 For advanced users
|
112
119
|
**Option 2:** Run the Docker version in your browser. Launch the following command in your terminal:
|
113
120
|
```bash
|
114
|
-
docker run -d -p 8501:8501 iwatkot/maps4fs
|
121
|
+
docker run -d -p 8501:8501 --name maps4fs iwatkot/maps4fs
|
115
122
|
```
|
116
123
|
And open [http://localhost:8501](http://localhost:8501) in your browser.<br>
|
117
124
|
If you don't know how to use Docker, navigate to the [Docker version](#option-2-docker-version), it's really simple.<br>
|
@@ -174,7 +181,7 @@ You can launch the project with minimalistic UI in your browser using Docker. Fo
|
|
174
181
|
1. Install [Docker](https://docs.docker.com/get-docker/) for your OS.
|
175
182
|
2. Run the following command in your terminal:
|
176
183
|
```bash
|
177
|
-
docker run -d -p 8501:8501 iwatkot/maps4fs
|
184
|
+
docker run -d -p 8501:8501 --name maps4fs iwatkot/maps4fs
|
178
185
|
```
|
179
186
|
3. Open your browser and go to [http://localhost:8501](http://localhost:8501).
|
180
187
|
4. Fill in the required fields and click on the `Generate` button.
|
@@ -452,7 +459,7 @@ List of the important DDS files:
|
|
452
459
|
- `preview.dds` - 2048x2048 pixels, the preview image of the map on the loading screen,
|
453
460
|
- `mapsUS/overview.dds` - 4096x4096 pixels, the overview image of the map (in-game map)
|
454
461
|
|
455
|
-
##
|
462
|
+
## Advanced settings
|
456
463
|
The tool supports the custom size of the map. To use this feature select `Custom` in the `Map size` dropdown and enter the desired size. The tool will generate a map with the size you entered.<br>
|
457
464
|
|
458
465
|
⛔️ Do not use this feature, if you don't know what you're doing. In most cases, the Giants Editor will just crash on opening the file, because you need to enter specific values for the map size.<br><br>
|
@@ -477,6 +484,12 @@ You can also apply some advanced settings to the map generation process. Note th
|
|
477
484
|
|
478
485
|
- Farmlands margin - this value (in meters) will be applied to each farmland, making it bigger. You can use the value to adjust how much the farmland should be bigger than the actual field. By default, it's set to 3.
|
479
486
|
|
487
|
+
### Vegetation Advanced settings
|
488
|
+
|
489
|
+
- Forest density - the density of the forest in meters. The lower the value, the lower the distance between the trees, which makes the forest denser. Note, that low values will lead to enormous number of trees, which may cause the Giants Editor to crash or lead to performance issues. By default, it's set to 10.
|
490
|
+
|
491
|
+
- Random plants - when adding decorative foliage, enabling this option will add different species of plants to the map. If unchecked only basic grass (smallDenseMix) will be added. Defaults to True.
|
492
|
+
|
480
493
|
## Resources
|
481
494
|
In this section, you'll find a list of the resources that you need to create a map for the Farming Simulator.<br>
|
482
495
|
To create a basic map, you only need the Giants Editor. But if you want to create a background terrain - the world around the map, so it won't look like it's floating in the void - you also need Blender and the Blender Exporter Plugins. To create realistic textures for the background terrain, the QGIS is required to obtain high-resolution satellite images.<br>
|
@@ -491,3 +504,13 @@ To create a basic map, you only need the Giants Editor. But if you want to creat
|
|
491
504
|
## Bugs and feature requests
|
492
505
|
➡️ Please, before creating an issue or asking some questions, check the [FAQ](docs/FAQ.md) section.<br>
|
493
506
|
If you find a bug or have an idea for a new feature, please create an issue [here](https://github.com/iwatkot/maps4fs/issues) or contact me directly on [Telegram](https://t.me/iwatkot) or on Discord: `iwatkot`.
|
507
|
+
|
508
|
+
## Special thanks
|
509
|
+
|
510
|
+
Of course, first of all, thanks to the direct [contributors](https://github.com/iwatkot/maps4fs/graphs/contributors) of the project.
|
511
|
+
|
512
|
+
But also, I want to thank the people who helped me with the project in some way, even if they didn't contribute directly. Here's the list of them:
|
513
|
+
|
514
|
+
- [Ka5tis](https://github.com/Ka5tis) - for investigating the issue with a "spiky terrain" and finding a solution - changing the `DisplacementLayer` size to a higher value.
|
515
|
+
- [Kalderone](https://www.youtube.com/@Kalderone_FS22) - for useful feedback, suggestions, expert advice on the map-making process and highlihting some important settings in the Giants Editor.
|
516
|
+
- [OneSunnySunday](https://www.artstation.com/onesunnysunday) - for expert advice on Blender, help in processing background terrain, and compiling detailed tutorials on how to prepare the OBJ files for use in Giants Editor.
|
@@ -0,0 +1,21 @@
|
|
1
|
+
maps4fs/__init__.py,sha256=da4jmND2Ths9AffnkAKgzLHNkvKFOc_l21gJisPXqWY,155
|
2
|
+
maps4fs/logger.py,sha256=B-NEYpMjPAAqlV4VpfTi6nbBFnEABVtQOaYe6nMpidg,1489
|
3
|
+
maps4fs/generator/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
|
4
|
+
maps4fs/generator/background.py,sha256=fLWk7FSNL08gk3skHfi0iVchnKrYjnLLKAT1g_7sRzc,15907
|
5
|
+
maps4fs/generator/component.py,sha256=_d9rHmGh348KOMrLWR8rRDVsbZ2xwJQwZGIGvMIYXPM,17533
|
6
|
+
maps4fs/generator/config.py,sha256=b7qY0luC-_WM_c72Ohtlf4FrB37X5cALInbestSdUsw,4382
|
7
|
+
maps4fs/generator/dem.py,sha256=rc7ADzjvlZzStOqagsWW0Vrm9-X86aPpoR1RhBF_-OE,16025
|
8
|
+
maps4fs/generator/game.py,sha256=ZQeYzPzPB3CG41avdhNCyTZpHEeedqNBuAbNevTZuXg,7931
|
9
|
+
maps4fs/generator/grle.py,sha256=3hcr5e2YLXemFi-_x2cLHWbMVb06591k0PZxaBVovH8,17600
|
10
|
+
maps4fs/generator/i3d.py,sha256=oK5pKjzvT-gydma5Q6CcDYTVODGxK7MIGajLrAV9JkU,18370
|
11
|
+
maps4fs/generator/map.py,sha256=lA1MNAcMwsDtsYxbwwm7DjwP3zraHKnri_xnLUu30j0,5326
|
12
|
+
maps4fs/generator/qgis.py,sha256=Es8hLuqN_KH8lDfnJE6He2rWYbAKJ3RGPn-o87S6CPI,6116
|
13
|
+
maps4fs/generator/texture.py,sha256=MSkM-rH_836l8zgq1WVcYJeYrUofWBpC8OKJglSmGGQ,26558
|
14
|
+
maps4fs/toolbox/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
|
15
|
+
maps4fs/toolbox/background.py,sha256=9BXWNqs_n3HgqDiPztWylgYk_QM4YgBpe6_ZNQAWtSc,2154
|
16
|
+
maps4fs/toolbox/dem.py,sha256=z9IPFNmYbjiigb3t02ZenI3Mo8odd19c5MZbjDEovTo,3525
|
17
|
+
maps4fs-1.2.3.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
|
18
|
+
maps4fs-1.2.3.dist-info/METADATA,sha256=F3YcAPR8CA5160fvsWtnxEq3CtObEpiAG5B1DS6iSkg,29885
|
19
|
+
maps4fs-1.2.3.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
|
20
|
+
maps4fs-1.2.3.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
|
21
|
+
maps4fs-1.2.3.dist-info/RECORD,,
|
maps4fs-1.1.0.dist-info/RECORD
DELETED
@@ -1,21 +0,0 @@
|
|
1
|
-
maps4fs/__init__.py,sha256=da4jmND2Ths9AffnkAKgzLHNkvKFOc_l21gJisPXqWY,155
|
2
|
-
maps4fs/logger.py,sha256=B-NEYpMjPAAqlV4VpfTi6nbBFnEABVtQOaYe6nMpidg,1489
|
3
|
-
maps4fs/generator/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
|
4
|
-
maps4fs/generator/background.py,sha256=wBFIT38GH3_JRWHnXjPXLr4k1KN_Cyag9LdIS3n3lts,15794
|
5
|
-
maps4fs/generator/component.py,sha256=iYQgw2l_rvVpZ-VIhoZELdAe8rPVBwCVKwRsYejDCb0,17094
|
6
|
-
maps4fs/generator/config.py,sha256=b7qY0luC-_WM_c72Ohtlf4FrB37X5cALInbestSdUsw,4382
|
7
|
-
maps4fs/generator/dem.py,sha256=rc7ADzjvlZzStOqagsWW0Vrm9-X86aPpoR1RhBF_-OE,16025
|
8
|
-
maps4fs/generator/game.py,sha256=H4msVHoDlJD5_9KoRvr3lCv2ZbLqJPqPDCEAEIDaCB4,7407
|
9
|
-
maps4fs/generator/grle.py,sha256=HFOH07RZfkCkIpSj2VSMoBUjhmYDVCFWQQYd4tn6O5o,7162
|
10
|
-
maps4fs/generator/i3d.py,sha256=GcGyawpE70yVjH9WdgpbNXESZoHYHmCKncl7pp5G1zo,11741
|
11
|
-
maps4fs/generator/map.py,sha256=7UqLjDZgoY6M0ZxX5Q4Rjee2UGWZ64a3tGyr8B24UO0,4863
|
12
|
-
maps4fs/generator/qgis.py,sha256=Es8hLuqN_KH8lDfnJE6He2rWYbAKJ3RGPn-o87S6CPI,6116
|
13
|
-
maps4fs/generator/texture.py,sha256=uSt563KomSVUndl25IgEIi0YuhBQbnhPIoQKa-4A3_E,26016
|
14
|
-
maps4fs/toolbox/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
|
15
|
-
maps4fs/toolbox/background.py,sha256=9BXWNqs_n3HgqDiPztWylgYk_QM4YgBpe6_ZNQAWtSc,2154
|
16
|
-
maps4fs/toolbox/dem.py,sha256=z9IPFNmYbjiigb3t02ZenI3Mo8odd19c5MZbjDEovTo,3525
|
17
|
-
maps4fs-1.1.0.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
|
18
|
-
maps4fs-1.1.0.dist-info/METADATA,sha256=DECQI5vTzd9ppdZZNkC-uRchalBX-bQakSIqrKjPkPQ,27907
|
19
|
-
maps4fs-1.1.0.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
|
20
|
-
maps4fs-1.1.0.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
|
21
|
-
maps4fs-1.1.0.dist-info/RECORD,,
|
File without changes
|
File without changes
|
File without changes
|