maps4fs 1.1.6__py3-none-any.whl → 1.2.4__py3-none-any.whl

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@@ -3,8 +3,10 @@ around the map."""
3
3
 
4
4
  from __future__ import annotations
5
5
 
6
+ import json
6
7
  import os
7
8
  import shutil
9
+ from copy import deepcopy
8
10
 
9
11
  import cv2
10
12
  import numpy as np
@@ -17,6 +19,7 @@ from maps4fs.generator.dem import (
17
19
  DEFAULT_PLATEAU,
18
20
  DEM,
19
21
  )
22
+ from maps4fs.generator.texture import Texture
20
23
 
21
24
  DEFAULT_DISTANCE = 2048
22
25
  RESIZE_FACTOR = 1 / 8
@@ -25,6 +28,7 @@ FULL_PREVIEW_NAME = "PREVIEW"
25
28
  ELEMENTS = [FULL_NAME, FULL_PREVIEW_NAME]
26
29
 
27
30
 
31
+ # pylint: disable=R0902
28
32
  class Background(Component):
29
33
  """Component for creating 3D obj files based on DEM data around the map.
30
34
 
@@ -43,7 +47,9 @@ class Background(Component):
43
47
  def preprocess(self) -> None:
44
48
  """Registers the DEMs for the background terrain."""
45
49
  self.light_version = self.kwargs.get("light_version", False)
50
+ self.water_depth = self.kwargs.get("water_depth", 0)
46
51
  self.stl_preview_path: str | None = None
52
+ self.water_resources_path: str | None = None
47
53
 
48
54
  if self.rotation:
49
55
  self.logger.debug("Rotation is enabled: %s.", self.rotation)
@@ -51,21 +57,29 @@ class Background(Component):
51
57
  else:
52
58
  output_size_multiplier = 1
53
59
 
54
- background_size = self.map_size + DEFAULT_DISTANCE * 2
55
- rotated_size = int(background_size * output_size_multiplier)
60
+ self.background_size = self.map_size + DEFAULT_DISTANCE * 2
61
+ self.rotated_size = int(self.background_size * output_size_multiplier)
56
62
 
57
63
  self.background_directory = os.path.join(self.map_directory, "background")
64
+ self.water_directory = os.path.join(self.map_directory, "water")
58
65
  os.makedirs(self.background_directory, exist_ok=True)
66
+ os.makedirs(self.water_directory, exist_ok=True)
59
67
 
60
68
  autoprocesses = [self.kwargs.get("auto_process", False), False]
69
+ self.output_paths = [
70
+ os.path.join(self.background_directory, f"{name}.png") for name in ELEMENTS
71
+ ]
72
+ self.not_substracted_path = os.path.join(self.background_directory, "not_substracted.png")
73
+
61
74
  dems = []
62
75
 
63
- for name, autoprocess in zip(ELEMENTS, autoprocesses):
76
+ for name, autoprocess, output_path in zip(ELEMENTS, autoprocesses, self.output_paths):
64
77
  dem = DEM(
65
78
  self.game,
79
+ self.map,
66
80
  self.coordinates,
67
- background_size,
68
- rotated_size,
81
+ self.background_size,
82
+ self.rotated_size,
69
83
  self.rotation,
70
84
  self.map_directory,
71
85
  self.logger,
@@ -76,8 +90,8 @@ class Background(Component):
76
90
  )
77
91
  dem.preprocess()
78
92
  dem.is_preview = self.is_preview(name) # type: ignore
79
- dem.set_output_resolution((rotated_size, rotated_size))
80
- dem.set_dem_path(os.path.join(self.background_directory, f"{name}.png"))
93
+ dem.set_output_resolution((self.rotated_size, self.rotated_size))
94
+ dem.set_dem_path(output_path)
81
95
  dems.append(dem)
82
96
 
83
97
  self.dems = dems
@@ -97,8 +111,17 @@ class Background(Component):
97
111
  """Launches the component processing. Iterates over all tiles and processes them
98
112
  as a result the DEM files will be saved, then based on them the obj files will be
99
113
  generated."""
114
+ self.create_background_textures()
115
+
100
116
  for dem in self.dems:
101
117
  dem.process()
118
+ if not dem.is_preview: # type: ignore
119
+ shutil.copyfile(dem.dem_path, self.not_substracted_path)
120
+
121
+ if self.water_depth:
122
+ self.subtraction()
123
+
124
+ for dem in self.dems:
102
125
  if not dem.is_preview: # type: ignore
103
126
  cutted_dem_path = self.cutout(dem.dem_path)
104
127
  if self.game.additional_dem_name is not None:
@@ -106,6 +129,7 @@ class Background(Component):
106
129
 
107
130
  if not self.light_version:
108
131
  self.generate_obj_files()
132
+ self.generate_water_resources_obj()
109
133
  else:
110
134
  self.logger.info("Light version is enabled, obj files will not be generated.")
111
135
 
@@ -222,13 +246,20 @@ class Background(Component):
222
246
  return main_dem_path
223
247
 
224
248
  # pylint: disable=too-many-locals
225
- def plane_from_np(self, dem_data: np.ndarray, save_path: str, is_preview: bool = False) -> None:
249
+ def plane_from_np(
250
+ self,
251
+ dem_data: np.ndarray,
252
+ save_path: str,
253
+ is_preview: bool = False,
254
+ include_zeros: bool = True,
255
+ ) -> None:
226
256
  """Generates a 3D obj file based on DEM data.
227
257
 
228
258
  Arguments:
229
259
  dem_data (np.ndarray) -- The DEM data as a numpy array.
230
260
  save_path (str) -- The path where the obj file will be saved.
231
261
  is_preview (bool, optional) -- If True, the preview mesh will be generated.
262
+ include_zeros (bool, optional) -- If True, the mesh will include the zero height values.
232
263
  """
233
264
  dem_data = cv2.resize( # pylint: disable=no-member
234
265
  dem_data, (0, 0), fx=RESIZE_FACTOR, fy=RESIZE_FACTOR
@@ -246,6 +277,9 @@ class Background(Component):
246
277
  x, y = np.meshgrid(x, y)
247
278
  z = dem_data
248
279
 
280
+ ground = z.max()
281
+ self.logger.debug("Ground level: %s", ground)
282
+
249
283
  self.logger.debug(
250
284
  "Starting to generate a mesh for with shape: %s x %s. This may take a while...",
251
285
  cols,
@@ -255,6 +289,8 @@ class Background(Component):
255
289
  vertices = np.column_stack([x.ravel(), y.ravel(), z.ravel()])
256
290
  faces = []
257
291
 
292
+ skipped = 0
293
+
258
294
  for i in range(rows - 1):
259
295
  for j in range(cols - 1):
260
296
  top_left = i * cols + j
@@ -262,9 +298,15 @@ class Background(Component):
262
298
  bottom_left = top_left + cols
263
299
  bottom_right = bottom_left + 1
264
300
 
301
+ if ground in [z[i, j], z[i, j + 1], z[i + 1, j], z[i + 1, j + 1]]:
302
+ skipped += 1
303
+ continue
304
+
265
305
  faces.append([top_left, bottom_left, bottom_right])
266
306
  faces.append([top_left, bottom_right, top_right])
267
307
 
308
+ self.logger.debug("Skipped faces: %s", skipped)
309
+
268
310
  faces = np.array(faces) # type: ignore
269
311
  mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
270
312
 
@@ -282,13 +324,14 @@ class Background(Component):
282
324
  mesh.apply_scale([0.5, 0.5, 0.5])
283
325
  self.mesh_to_stl(mesh)
284
326
  else:
285
- multiplier = self.kwargs.get("multiplier", DEFAULT_MULTIPLIER)
286
- if multiplier != 1:
287
- z_scaling_factor = 1 / multiplier
288
- else:
289
- z_scaling_factor = 1 / 2**5
290
- self.logger.debug("Z scaling factor: %s", z_scaling_factor)
291
- mesh.apply_scale([1 / RESIZE_FACTOR, 1 / RESIZE_FACTOR, z_scaling_factor])
327
+ if not include_zeros:
328
+ multiplier = self.kwargs.get("multiplier", DEFAULT_MULTIPLIER)
329
+ if multiplier != 1:
330
+ z_scaling_factor = 1 / multiplier
331
+ else:
332
+ z_scaling_factor = 1 / 2**5
333
+ self.logger.debug("Z scaling factor: %s", z_scaling_factor)
334
+ mesh.apply_scale([1 / RESIZE_FACTOR, 1 / RESIZE_FACTOR, z_scaling_factor])
292
335
 
293
336
  mesh.export(save_path)
294
337
  self.logger.debug("Obj file saved: %s", save_path)
@@ -412,3 +455,123 @@ class Background(Component):
412
455
 
413
456
  cv2.imwrite(colored_dem_path, dem_data_colored)
414
457
  return colored_dem_path
458
+
459
+ def create_background_textures(self) -> None:
460
+ """Creates background textures for the map."""
461
+ if not os.path.isfile(self.game.texture_schema):
462
+ self.logger.warning("Texture schema file not found: %s", self.game.texture_schema)
463
+ return
464
+
465
+ with open(self.game.texture_schema, "r", encoding="utf-8") as f:
466
+ layers_schema = json.load(f)
467
+
468
+ background_layers = []
469
+ for layer in layers_schema:
470
+ if layer.get("background") is True:
471
+ layer_copy = deepcopy(layer)
472
+ layer_copy["count"] = 1
473
+ layer_copy["name"] = f"{layer['name']}_background"
474
+ background_layers.append(layer_copy)
475
+
476
+ if not background_layers:
477
+ return
478
+
479
+ self.background_texture = Texture( # pylint: disable=W0201
480
+ self.game,
481
+ self.map,
482
+ self.coordinates,
483
+ self.background_size,
484
+ self.rotated_size,
485
+ rotation=self.rotation,
486
+ map_directory=self.map_directory,
487
+ logger=self.logger,
488
+ light_version=self.light_version,
489
+ custom_schema=background_layers,
490
+ )
491
+
492
+ self.background_texture.preprocess()
493
+ self.background_texture.process()
494
+
495
+ processed_layers = self.background_texture.get_background_layers()
496
+ weights_directory = self.game.weights_dir_path(self.map_directory)
497
+ background_paths = [layer.path(weights_directory) for layer in processed_layers]
498
+ self.logger.debug("Found %s background textures.", len(background_paths))
499
+
500
+ if not background_paths:
501
+ self.logger.warning("No background textures found.")
502
+ return
503
+
504
+ # Merge all images into one.
505
+ background_image = np.zeros((self.background_size, self.background_size), dtype=np.uint8)
506
+ for path in background_paths:
507
+ layer = cv2.imread(path, cv2.IMREAD_GRAYSCALE)
508
+ background_image = cv2.add(background_image, layer) # type: ignore
509
+
510
+ background_save_path = os.path.join(self.water_directory, "water_resources.png")
511
+ cv2.imwrite(background_save_path, background_image)
512
+ self.logger.info("Background texture saved: %s", background_save_path)
513
+ self.water_resources_path = background_save_path # pylint: disable=W0201
514
+
515
+ def subtraction(self) -> None:
516
+ """Subtracts the water depth from the DEM data where the water resources are located."""
517
+ if not self.water_resources_path:
518
+ self.logger.warning("Water resources texture not found.")
519
+ return
520
+
521
+ # Single channeled 8 bit image, where the water have values of 255, and the rest 0.
522
+ water_resources_image = cv2.imread(self.water_resources_path, cv2.IMREAD_UNCHANGED)
523
+ mask = water_resources_image == 255
524
+
525
+ # Make mask a little bit smaller (1 pixel).
526
+ mask = cv2.erode(mask.astype(np.uint8), np.ones((3, 3), np.uint8), iterations=1).astype(
527
+ bool
528
+ )
529
+
530
+ for output_path in self.output_paths:
531
+ if FULL_PREVIEW_NAME in output_path:
532
+ continue
533
+ dem_image = cv2.imread(output_path, cv2.IMREAD_UNCHANGED)
534
+
535
+ # Create a mask where water_resources_image is 255 (or not 0)
536
+ # Subtract water_depth from dem_image where mask is True
537
+ dem_image[mask] = dem_image[mask] - self.water_depth
538
+
539
+ # Save the modified dem_image back to the output path
540
+ cv2.imwrite(output_path, dem_image)
541
+ self.logger.debug("Water depth subtracted from DEM data: %s", output_path)
542
+
543
+ def generate_water_resources_obj(self) -> None:
544
+ """Generates 3D obj files based on water resources data."""
545
+ if not self.water_resources_path:
546
+ self.logger.warning("Water resources texture not found.")
547
+ return
548
+
549
+ # Single channeled 8 bit image, where the water have values of 255, and the rest 0.
550
+ plane_water = cv2.imread(self.water_resources_path, cv2.IMREAD_UNCHANGED)
551
+ dilated_plane_water = cv2.dilate(
552
+ plane_water.astype(np.uint8), np.ones((5, 5), np.uint8), iterations=5
553
+ ).astype(np.uint8)
554
+ plane_save_path = os.path.join(self.water_directory, "plane_water.obj")
555
+ self.plane_from_np(
556
+ dilated_plane_water, plane_save_path, is_preview=False, include_zeros=False
557
+ )
558
+
559
+ # Single channeled 16 bit DEM image of terrain.
560
+ background_dem = cv2.imread(self.not_substracted_path, cv2.IMREAD_UNCHANGED)
561
+
562
+ # Remove all the values from the background dem where the plane_water is 0.
563
+ background_dem[plane_water == 0] = 0
564
+
565
+ # Dilate the background dem to make the water more smooth.
566
+ elevated_water = cv2.dilate(background_dem, np.ones((3, 3), np.uint16), iterations=10)
567
+
568
+ # Use the background dem as a mask to prevent the original values from being overwritten.
569
+ mask = background_dem > 0
570
+
571
+ # Combine the dilated background dem with non-dilated background dem.
572
+ elevated_water = np.where(mask, background_dem, elevated_water)
573
+ elevated_save_path = os.path.join(self.water_directory, "elevated_water.obj")
574
+
575
+ self.plane_from_np(
576
+ elevated_water, elevated_save_path, is_preview=False, include_zeros=False
577
+ )
@@ -17,6 +17,7 @@ from maps4fs.generator.qgis import save_scripts
17
17
 
18
18
  if TYPE_CHECKING:
19
19
  from maps4fs.generator.game import Game
20
+ from maps4fs.generator.map import Map
20
21
 
21
22
 
22
23
  # pylint: disable=R0801, R0903, R0902, R0904
@@ -25,6 +26,7 @@ class Component:
25
26
 
26
27
  Arguments:
27
28
  game (Game): The game instance for which the map is generated.
29
+ map (Map): The map instance for which the component is generated.
28
30
  coordinates (tuple[float, float]): The latitude and longitude of the center of the map.
29
31
  map_size (int): The size of the map in pixels.
30
32
  map_rotated_size (int): The size of the map in pixels after rotation.
@@ -37,6 +39,7 @@ class Component:
37
39
  def __init__(
38
40
  self,
39
41
  game: Game,
42
+ map: Map, # pylint: disable=W0622
40
43
  coordinates: tuple[float, float],
41
44
  map_size: int,
42
45
  map_rotated_size: int,
@@ -46,6 +49,7 @@ class Component:
46
49
  **kwargs, # pylint: disable=W0613, R0913, R0917
47
50
  ):
48
51
  self.game = game
52
+ self.map = map
49
53
  self.coordinates = coordinates
50
54
  self.map_size = map_size
51
55
  self.map_rotated_size = map_rotated_size
@@ -326,6 +330,7 @@ class Component:
326
330
 
327
331
  return cs_x, cs_y
328
332
 
333
+ # pylint: disable=R0914
329
334
  def fit_polygon_into_bounds(
330
335
  self, polygon_points: list[tuple[int, int]], margin: int = 0, angle: int = 0
331
336
  ) -> list[tuple[int, int]]:
@@ -367,8 +372,13 @@ class Component:
367
372
  bounds = box(min_x, min_y, max_x, max_y)
368
373
 
369
374
  # Intersect the polygon with the bounds to fit it within the map
370
- fitted_polygon = polygon.intersection(bounds)
371
- self.logger.debug("Fitted the polygon into the bounds: %s", bounds)
375
+ try:
376
+ fitted_polygon = polygon.intersection(bounds)
377
+ self.logger.debug("Fitted the polygon into the bounds: %s", bounds)
378
+ except Exception as e:
379
+ raise ValueError( # pylint: disable=W0707
380
+ f"Could not fit the polygon into the bounds: {e}"
381
+ )
372
382
 
373
383
  if not isinstance(fitted_polygon, Polygon):
374
384
  raise ValueError("The fitted polygon is not a valid polygon.")
maps4fs/generator/game.py CHANGED
@@ -36,6 +36,7 @@ class Game:
36
36
  _map_template_path: str | None = None
37
37
  _texture_schema: str | None = None
38
38
  _grle_schema: str | None = None
39
+ _tree_schema: str | None = None
39
40
 
40
41
  # Order matters! Some components depend on others.
41
42
  components = [Texture, I3d, GRLE, Background, Config]
@@ -109,6 +110,19 @@ class Game:
109
110
  raise ValueError("GRLE layers schema path not set.")
110
111
  return self._grle_schema
111
112
 
113
+ @property
114
+ def tree_schema(self) -> str:
115
+ """Returns the path to the tree layers schema file.
116
+
117
+ Raises:
118
+ ValueError: If the tree layers schema path is not set.
119
+
120
+ Returns:
121
+ str: The path to the tree layers schema file."""
122
+ if not self._tree_schema:
123
+ raise ValueError("Tree layers schema path not set.")
124
+ return self._tree_schema
125
+
112
126
  def dem_file_path(self, map_directory: str) -> str:
113
127
  """Returns the path to the DEM file.
114
128
 
@@ -187,6 +201,7 @@ class FS25(Game):
187
201
  _map_template_path = os.path.join(working_directory, "data", "fs25-map-template.zip")
188
202
  _texture_schema = os.path.join(working_directory, "data", "fs25-texture-schema.json")
189
203
  _grle_schema = os.path.join(working_directory, "data", "fs25-grle-schema.json")
204
+ _tree_schema = os.path.join(working_directory, "data", "fs25-tree-schema.json")
190
205
 
191
206
  def dem_file_path(self, map_directory: str) -> str:
192
207
  """Returns the path to the DEM file.
maps4fs/generator/grle.py CHANGED
@@ -2,12 +2,21 @@
2
2
 
3
3
  import json
4
4
  import os
5
+ from random import choice, randint
5
6
  from xml.etree import ElementTree as ET
6
7
 
7
8
  import cv2
8
9
  import numpy as np
10
+ from shapely.geometry import Polygon # type: ignore
9
11
 
10
12
  from maps4fs.generator.component import Component
13
+ from maps4fs.generator.texture import Texture
14
+
15
+ ISLAND_SIZE_MIN = 10
16
+ ISLAND_SIZE_MAX = 200
17
+ ISLAND_DISTORTION = 0.3
18
+ ISLAND_VERTEX_COUNT = 30
19
+ ISLAND_ROUNDING_RADIUS = 15
11
20
 
12
21
 
13
22
  # pylint: disable=W0223
@@ -32,6 +41,7 @@ class GRLE(Component):
32
41
  attribute. If the game does not support I3D files, the attribute is set to None."""
33
42
 
34
43
  self.farmland_margin = self.kwargs.get("farmland_margin", 0)
44
+ self.randomize_plants = self.kwargs.get("randomize_plants", True)
35
45
 
36
46
  try:
37
47
  grle_schema_path = self.game.grle_schema
@@ -76,6 +86,11 @@ class GRLE(Component):
76
86
  self.logger.warning("Invalid InfoLayer schema: %s.", info_layer)
77
87
 
78
88
  self._add_farmlands()
89
+ if self.game.code == "FS25":
90
+ self.logger.info("Game is %s, plants will be added.", self.game.code)
91
+ self._add_plants()
92
+ else:
93
+ self.logger.warning("Adding plants it's not supported for the %s.", self.game.code)
79
94
 
80
95
  def previews(self) -> list[str]:
81
96
  """Returns a list of paths to the preview images (empty list).
@@ -184,3 +199,199 @@ class GRLE(Component):
184
199
  self.logger.info(
185
200
  "Farmlands added to the InfoLayer PNG file: %s.", info_layer_farmlands_path
186
201
  )
202
+
203
+ # pylint: disable=R0915
204
+ def _add_plants(self) -> None:
205
+ """Adds plants to the InfoLayer PNG file."""
206
+ # 1. Get the path to the densityMap_fruits.png.
207
+ # 2. Get the path to the base layer (grass).
208
+ # 3. Detect non-zero areas in the base layer (it's where the plants will be placed).
209
+ texture_component: Texture | None = self.map.get_component("Texture") # type: ignore
210
+ if not texture_component:
211
+ self.logger.warning("Texture component not found in the map.")
212
+ return
213
+
214
+ grass_layer = texture_component.get_layer_by_usage("grass")
215
+ if not grass_layer:
216
+ self.logger.warning("Grass layer not found in the texture component.")
217
+ return
218
+
219
+ weights_directory = self.game.weights_dir_path(self.map_directory)
220
+ grass_image_path = grass_layer.get_preview_or_path(weights_directory)
221
+ self.logger.debug("Grass image path: %s.", grass_image_path)
222
+
223
+ forest_layer = texture_component.get_layer_by_usage("forest")
224
+ forest_image = None
225
+ if forest_layer:
226
+ forest_image_path = forest_layer.get_preview_or_path(weights_directory)
227
+ self.logger.debug("Forest image path: %s.", forest_image_path)
228
+ if forest_image_path:
229
+ # pylint: disable=no-member
230
+ forest_image = cv2.imread(forest_image_path, cv2.IMREAD_UNCHANGED)
231
+
232
+ if not grass_image_path or not os.path.isfile(grass_image_path):
233
+ self.logger.warning("Base image not found in %s.", grass_image_path)
234
+ return
235
+
236
+ density_map_fruit_path = os.path.join(
237
+ self.game.weights_dir_path(self.map_directory), "densityMap_fruits.png"
238
+ )
239
+
240
+ self.logger.debug("Density map for fruits path: %s.", density_map_fruit_path)
241
+
242
+ if not os.path.isfile(density_map_fruit_path):
243
+ self.logger.warning("Density map for fruits not found in %s.", density_map_fruit_path)
244
+ return
245
+
246
+ # Single channeled 8-bit image, where non-zero values (255) are where the grass is.
247
+ grass_image = cv2.imread( # pylint: disable=no-member
248
+ grass_image_path, cv2.IMREAD_UNCHANGED # pylint: disable=no-member
249
+ )
250
+
251
+ # Density map of the fruits is 2X size of the base image, so we need to resize it.
252
+ # We'll resize the base image to make it bigger, so we can compare the values.
253
+ grass_image = cv2.resize( # pylint: disable=no-member
254
+ grass_image,
255
+ (grass_image.shape[1] * 2, grass_image.shape[0] * 2),
256
+ interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
257
+ )
258
+ if forest_image is not None:
259
+ forest_image = cv2.resize( # pylint: disable=no-member
260
+ forest_image,
261
+ (forest_image.shape[1] * 2, forest_image.shape[0] * 2),
262
+ interpolation=cv2.INTER_NEAREST, # pylint: disable=no-member
263
+ )
264
+
265
+ # Add non zero values from the forest image to the grass image.
266
+ grass_image[forest_image != 0] = 255
267
+
268
+ # B and G channels remain the same (zeros), while we change the R channel.
269
+ possible_R_values = [33, 65, 97, 129, 161, 193, 225] # pylint: disable=C0103
270
+
271
+ # 1st approach: Change the non zero values in the base image to 33 (for debug).
272
+ # And use the base image as R channel in the density map.
273
+
274
+ # pylint: disable=no-member
275
+ def create_island_of_plants(image: np.ndarray, count: int) -> np.ndarray:
276
+ """Create an island of plants in the image.
277
+
278
+ Arguments:
279
+ image (np.ndarray): The image where the island of plants will be created.
280
+ count (int): The number of islands of plants to create.
281
+
282
+ Returns:
283
+ np.ndarray: The image with the islands of plants.
284
+ """
285
+ for _ in range(count):
286
+ # Randomly choose the value for the island.
287
+ plant_value = choice(possible_R_values)
288
+ # Randomly choose the size of the island.
289
+ island_size = randint(ISLAND_SIZE_MIN, ISLAND_SIZE_MAX)
290
+ # Randomly choose the position of the island.
291
+ # x = np.random.randint(0, image.shape[1] - island_size)
292
+ # y = np.random.randint(0, image.shape[0] - island_size)
293
+ x = randint(0, image.shape[1] - island_size)
294
+ y = randint(0, image.shape[0] - island_size)
295
+
296
+ # Randomly choose the shape of the island.
297
+ # shapes = ["circle", "ellipse", "polygon"]
298
+ # shape = choice(shapes)
299
+
300
+ try:
301
+ polygon_points = get_rounded_polygon(
302
+ num_vertices=ISLAND_VERTEX_COUNT,
303
+ center=(x + island_size // 2, y + island_size // 2),
304
+ radius=island_size // 2,
305
+ rounding_radius=ISLAND_ROUNDING_RADIUS,
306
+ )
307
+ if not polygon_points:
308
+ continue
309
+
310
+ nodes = np.array(polygon_points, np.int32) # type: ignore
311
+ cv2.fillPoly(image, [nodes], plant_value) # type: ignore
312
+ except Exception: # pylint: disable=W0703
313
+ continue
314
+
315
+ return image
316
+
317
+ def get_rounded_polygon(
318
+ num_vertices: int, center: tuple[int, int], radius: int, rounding_radius: int
319
+ ) -> list[tuple[int, int]] | None:
320
+ """Get a randomly rounded polygon.
321
+
322
+ Arguments:
323
+ num_vertices (int): The number of vertices of the polygon.
324
+ center (tuple[int, int]): The center of the polygon.
325
+ radius (int): The radius of the polygon.
326
+ rounding_radius (int): The rounding radius of the polygon.
327
+
328
+ Returns:
329
+ list[tuple[int, int]] | None: The rounded polygon.
330
+ """
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
@@ -4,15 +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
12
18
  DISPLACEMENT_LAYER_SIZE_FOR_BIG_MAPS = 32768
13
19
  DEFAULT_MAX_LOD_DISTANCE = 10000
14
20
  DEFAULT_MAX_LOD_OCCLUDER_DISTANCE = 10000
15
- NODE_ID_STARTING_VALUE = 500
21
+ NODE_ID_STARTING_VALUE = 2000
22
+ TREE_NODE_ID_STARTING_VALUE = 4000
23
+ DEFAULT_FOREST_DENSITY = 10
16
24
 
17
25
 
18
26
  # pylint: disable=R0903
@@ -44,10 +52,14 @@ class I3d(Component):
44
52
  self.logger.info("I3D file processing is not implemented for this game.")
45
53
  self._map_i3d_path = None
46
54
 
55
+ self.forest_density = self.kwargs.get("forest_density", DEFAULT_FOREST_DENSITY)
56
+ self.logger.info("Forest density: %s.", self.forest_density)
57
+
47
58
  def process(self) -> None:
48
59
  """Updates the map I3D file with the default settings."""
49
60
  self._update_i3d_file()
50
61
  self._add_fields()
62
+ self._add_forests()
51
63
 
52
64
  def _get_tree(self) -> ET.ElementTree | None:
53
65
  """Returns the ElementTree instance of the map I3D file."""
@@ -85,6 +97,21 @@ class I3d(Component):
85
97
 
86
98
  self.logger.debug("TerrainTransformGroup element updated in I3D file.")
87
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
+
88
115
  if self.map_size > 4096:
89
116
  displacement_layer = terrain_elem.find(".//DisplacementLayer") # pylint: disable=W0631
90
117
 
@@ -301,3 +328,138 @@ class I3d(Component):
301
328
  attribute_node.set("type", attr_type)
302
329
  attribute_node.set("value", value)
303
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
- self.components.append(component)
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.
@@ -63,6 +63,8 @@ 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,
67
+ background: bool = False,
66
68
  ):
67
69
  self.name = name
68
70
  self.count = count
@@ -72,6 +74,8 @@ class Texture(Component):
72
74
  self.exclude_weight = exclude_weight
73
75
  self.priority = priority
74
76
  self.info_layer = info_layer
77
+ self.usage = usage
78
+ self.background = background
75
79
 
76
80
  def to_json(self) -> dict[str, str | list[str] | bool]: # type: ignore
77
81
  """Returns dictionary with layer data.
@@ -87,6 +91,8 @@ class Texture(Component):
87
91
  "exclude_weight": self.exclude_weight,
88
92
  "priority": self.priority,
89
93
  "info_layer": self.info_layer,
94
+ "usage": self.usage,
95
+ "background": self.background,
90
96
  }
91
97
 
92
98
  data = {k: v for k, v in data.items() if v is not None}
@@ -117,29 +123,29 @@ class Texture(Component):
117
123
  weight_postfix = "_weight" if not self.exclude_weight else ""
118
124
  return os.path.join(weights_directory, f"{self.name}{idx}{weight_postfix}.png")
119
125
 
120
- def path_preview(self, previews_directory: str) -> str:
126
+ def path_preview(self, weights_directory: str) -> str:
121
127
  """Returns path to the preview of the first texture of the layer.
122
128
 
123
129
  Arguments:
124
- previews_directory (str): Path to the directory with previews.
130
+ weights_directory (str): Path to the directory with weights.
125
131
 
126
132
  Returns:
127
133
  str: Path to the preview.
128
134
  """
129
- return self.path(previews_directory).replace(".png", "_preview.png")
135
+ return self.path(weights_directory).replace(".png", "_preview.png")
130
136
 
131
- def get_preview_or_path(self, previews_directory: str) -> str:
137
+ def get_preview_or_path(self, weights_directory: str) -> str:
132
138
  """Returns path to the preview of the first texture of the layer if it exists,
133
139
  otherwise returns path to the texture.
134
140
 
135
141
  Arguments:
136
- previews_directory (str): Path to the directory with previews.
142
+ weights_directory (str): Path to the directory with weights.
137
143
 
138
144
  Returns:
139
145
  str: Path to the preview or texture.
140
146
  """
141
- preview_path = self.path_preview(previews_directory)
142
- return preview_path if os.path.isfile(preview_path) else self.path(previews_directory)
147
+ preview_path = self.path_preview(weights_directory)
148
+ return preview_path if os.path.isfile(preview_path) else self.path(weights_directory)
143
149
 
144
150
  def paths(self, weights_directory: str) -> list[str]:
145
151
  """Returns a list of paths to the textures of the layer.
@@ -175,17 +181,30 @@ class Texture(Component):
175
181
  self.fields_padding = self.kwargs.get("fields_padding", 0)
176
182
  self.logger.debug("Light version: %s.", self.light_version)
177
183
 
178
- if not os.path.isfile(self.game.texture_schema):
179
- raise FileNotFoundError(f"Texture layers schema not found: {self.game.texture_schema}")
184
+ self.custom_schema: list[dict[str, str | dict[str, str] | int]] | None = self.kwargs.get(
185
+ "custom_schema"
186
+ )
180
187
 
181
- try:
182
- with open(self.game.texture_schema, "r", encoding="utf-8") as f:
183
- layers_schema = json.load(f)
184
- except json.JSONDecodeError as e:
185
- raise ValueError(f"Error loading texture layers schema: {e}") from e
188
+ if self.custom_schema:
189
+ layers_schema = self.custom_schema
190
+ self.logger.info("Custom schema loaded with %s layers.", len(layers_schema))
191
+ else:
192
+ if not os.path.isfile(self.game.texture_schema):
193
+ raise FileNotFoundError(
194
+ f"Texture layers schema not found: {self.game.texture_schema}"
195
+ )
186
196
 
187
- self.layers = [self.Layer.from_json(layer) for layer in layers_schema]
188
- self.logger.info("Loaded %s layers.", len(self.layers))
197
+ try:
198
+ with open(self.game.texture_schema, "r", encoding="utf-8") as f:
199
+ layers_schema = json.load(f)
200
+ except json.JSONDecodeError as e:
201
+ raise ValueError(f"Error loading texture layers schema: {e}") from e
202
+
203
+ try:
204
+ self.layers = [self.Layer.from_json(layer) for layer in layers_schema]
205
+ self.logger.info("Loaded %s layers.", len(self.layers))
206
+ except Exception as e: # pylint: disable=W0703
207
+ raise ValueError(f"Error loading texture layers: {e}") from e
189
208
 
190
209
  base_layer = self.get_base_layer()
191
210
  if base_layer:
@@ -212,6 +231,28 @@ class Texture(Component):
212
231
  return layer
213
232
  return None
214
233
 
234
+ def get_background_layers(self) -> list[Layer]:
235
+ """Returns list of background layers.
236
+
237
+ Returns:
238
+ list[Layer]: List of background layers.
239
+ """
240
+ return [layer for layer in self.layers if layer.background]
241
+
242
+ def get_layer_by_usage(self, usage: str) -> Layer | None:
243
+ """Returns layer by usage.
244
+
245
+ Arguments:
246
+ usage (str): Usage of the layer.
247
+
248
+ Returns:
249
+ Layer | None: Layer.
250
+ """
251
+ for layer in self.layers:
252
+ if layer.usage == usage:
253
+ return layer
254
+ return None
255
+
215
256
  def process(self):
216
257
  self._prepare_weights()
217
258
  self._read_parameters()
@@ -287,7 +328,10 @@ class Texture(Component):
287
328
  Arguments:
288
329
  layer (Layer): Layer with textures and tags.
289
330
  """
290
- size = (self.map_rotated_size, self.map_rotated_size)
331
+ if layer.tags is None:
332
+ size = (self.map_size, self.map_size)
333
+ else:
334
+ size = (self.map_rotated_size, self.map_rotated_size)
291
335
  postfix = "_weight.png" if not layer.exclude_weight else ".png"
292
336
  if layer.count == 0:
293
337
  filepaths = [os.path.join(self._weights_dir, layer.name + postfix)]
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: maps4fs
3
- Version: 1.1.6
3
+ Version: 1.2.4
4
4
  Summary: Generate map templates for Farming Simulator from real places.
5
5
  Author-email: iwatkot <iwatkot@gmail.com>
6
6
  License: MIT License
@@ -43,7 +43,7 @@ Requires-Dist: pympler
43
43
  <a href="#Background-terrain">Background terrain</a> •
44
44
  <a href="#Overview-image">Overview image</a><br>
45
45
  <a href="#DDS-conversion">DDS conversion</a> •
46
- <a href="#For-advanced-users">For advanced users</a> •
46
+ <a href="#Advanced-settings">Advanced settings</a> •
47
47
  <a href="#Resources">Resources</a> •
48
48
  <a href="#Bugs-and-feature-requests">Bugs and feature requests</a><br>
49
49
  <a href="#Special-thanks">Special thanks</a>
@@ -68,6 +68,9 @@ Requires-Dist: pympler
68
68
  🔄 Support map rotation 🆕<br>
69
69
  🌾 Automatically generates fields 🆕<br>
70
70
  🌽 Automatically generates farmlands 🆕<br>
71
+ 🌿 Automatically generates decorative foliage 🆕<br>
72
+ 🌲 Automatically generates forests 🆕<br>
73
+ 🌊 Automatically generates water planes 🆕<br>
71
74
  🌍 Based on real-world data from OpenStreetMap<br>
72
75
  🏞️ Generates height map using SRTM dataset<br>
73
76
  📦 Provides a ready-to-use map template for the Giants Editor<br>
@@ -84,6 +87,12 @@ Requires-Dist: pympler
84
87
  🛰️ Realistic background terrain with satellite images.<br><br>
85
88
  <img src="https://github.com/user-attachments/assets/6e3c0e99-2cce-46ac-82db-5cb60bba7a30"><br>
86
89
  📐 Perfectly aligned background terrain.<br><br>
90
+ <img src="https://github.com/user-attachments/assets/5764b2ec-e626-426f-9f5d-beb12ba95133"><br>
91
+ 🌿 Automatically generates decorative foliage.<br><br>
92
+ <img src="https://github.com/user-attachments/assets/27a5e541-a9f5-4504-b8d2-64aae9fb3e52"><br>
93
+ 🌲 Automatically generates forests.<br><br>
94
+ <img src="https://github.com/user-attachments/assets/cce7d4e0-cba2-4dd2-b22d-03137fb2e860"><br>
95
+ 🌊 Automatically generates water planes.<br><br>
87
96
  <img src="https://github.com/user-attachments/assets/80e5923c-22c7-4dc0-8906-680902511f3a"><br>
88
97
  🗒️ True-to-life blueprints for fast and precise modding.<br><br>
89
98
  <img width="480" src="https://github.com/user-attachments/assets/1a8802d2-6a3b-4bfa-af2b-7c09478e199b"><br>
@@ -95,6 +104,9 @@ Requires-Dist: pympler
95
104
  <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>
96
105
  <p align="center"><i>How to Generate a Map for Farming Simulator 25 and 22 from a real place using maps4FS.</i></p>
97
106
 
107
+ ![Map example](https://github.com/user-attachments/assets/c46a3581-dd17-462f-b815-e36d4f724947)
108
+ <p align="center"><i>Map example generated with maps4fs.</i></p>
109
+
98
110
  ## Quick Start
99
111
  There are several ways to use the tool. You obviously need the **first one**, but you can choose any of the others depending on your needs.<br>
100
112
  ### 🚜 For most users
@@ -453,7 +465,7 @@ List of the important DDS files:
453
465
  - `preview.dds` - 2048x2048 pixels, the preview image of the map on the loading screen,
454
466
  - `mapsUS/overview.dds` - 4096x4096 pixels, the overview image of the map (in-game map)
455
467
 
456
- ## For advanced users
468
+ ## Advanced settings
457
469
  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>
458
470
 
459
471
  ⛔️ 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>
@@ -470,6 +482,8 @@ You can also apply some advanced settings to the map generation process. Note th
470
482
 
471
483
  - Plateau height: this value will be added to each pixel of the DEM image, making it "higher". It's useful when you want to add some negative heights on the map, that appear to be in a "low" place. By default, it's set to 0.
472
484
 
485
+ - Water depth: this value will be subtracted from each pixel of the DEM image, where water resources are located. Pay attention that it's not in meters, instead it in the pixel value of DEM, which is 16 bit image with possible values from 0 to 65535. When this value is set, the same value will be added to the plateau setting to avoid negative heights.
486
+
473
487
  ### Texture Advanced settings
474
488
 
475
489
  - Fields padding - this value (in meters) will be applied to each field, making it smaller. It's useful when the fields are too close to each other and you want to make them smaller. By default, it's set to 0.
@@ -478,6 +492,12 @@ You can also apply some advanced settings to the map generation process. Note th
478
492
 
479
493
  - 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.
480
494
 
495
+ ### Vegetation Advanced settings
496
+
497
+ - 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.
498
+
499
+ - 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.
500
+
481
501
  ## Resources
482
502
  In this section, you'll find a list of the resources that you need to create a map for the Farming Simulator.<br>
483
503
  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>
@@ -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=21xB-xn2A6QGdX9UVWqvzoW-L6JWPAZOqCcIhR8nxKU,22689
5
+ maps4fs/generator/component.py,sha256=SeI1xfwo9I4lrkcOcHyjxMffHsG8OXc80-mNsR2zpPw,17748
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=vgiwJNIl14JABhNOBGh_W8SBkAUNQN3TjNJayR76va0,27468
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-1.2.4.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
18
+ maps4fs-1.2.4.dist-info/METADATA,sha256=cR3704tYCx9AaL8NW5cLrkMijvDNyWdxT7CpCaTv9NE,30600
19
+ maps4fs-1.2.4.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
20
+ maps4fs-1.2.4.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
21
+ maps4fs-1.2.4.dist-info/RECORD,,
@@ -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=dnUkS1atEqqz_ryKkcfP_K9ZcwMHZVs97y-twZMpD44,15881
5
- maps4fs/generator/component.py,sha256=sihh2S35q0o38leEU-dpi0is6kYCuxXiWUISAtiQErM,17351
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=2oA77i9lyNYOlhtOZft6KiPTxgGJbX1Gam1TosMNLis,7407
9
- maps4fs/generator/grle.py,sha256=IVbvzF_azItxLE_ZxaM_suQflEZjJuMgHmv1En51G7A,7592
10
- maps4fs/generator/i3d.py,sha256=SzjAxYacbBQ030N2sHh9c-dhWoG3iADJqCrHBox6vWI,12268
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-1.1.6.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
18
- maps4fs-1.1.6.dist-info/METADATA,sha256=W5x23vIOjkx-xxq4L0VIWVIA9pCgOniTQvbFqiTUVFs,28942
19
- maps4fs-1.1.6.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
20
- maps4fs-1.1.6.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
21
- maps4fs-1.1.6.dist-info/RECORD,,