Bo3_Layouter is a Tool to create Semi-Random structures out of single Parts.
While you cant (yet) Create true Random Structures with TerrainControl(TC) and Open Terrain Generator(OTG).
Its entirely Possible, with the Right amount of Effort, to create Semi-Random Structures in TC and OTG that wont really loose out to Complete Random Structures. In case of TC and OTG.
(And even If they loose out, it probably wont be in the case of the Quality/Effort Ratio)
In that case, so you Understand me Correctly:
What is a Semi-Random Structure?:
True Random/Procedual Generated Structures rely on a specific RuleSet to decide where to Spawn objects/structures. You can NOT do that right now in TC and OTG. (And Probably never will, a similar Feature is Planned for OTG+ but thats not released).
Thats why I want to give an Easy alternative. Semi-Random Structures. Basically, the Object is Split up in Parts, and each Part will have its own Parts. We can then Choose a random Part out of the list of Parts.
To make this a bit more Visual:
This is our Complete Object. Now, we can split this up into for example 4 Parts:
These 4 Parts may have a set amount of Different Parts to Choose of.
Then we add for each of them a List of Parts. (For Example a village would get Houses and Roads.)
Now, Imagine if you have for each Blue Section, 4 Different Layouts of Roads and Houses. Thats already 16 Possible Village Layouts. Now if you add a set of 3 different Houses for each Hous into the Mix. and you will almost never get a Village that Looks exaclty the same.
What does Bo3_Layouter do:
It helps you to kind of “Draw” your Layouts for a Structure. You hava a Grid, and you just place your Branches around where you want them to be, add another Layout, and do the same. For as Much Layouts/Randomness you desire.
And when you are done, you hit Export. And the Tool will create all neccessary Branches and Objects to Spawn your Object into the world.
Step 1: Make sure to extract all Data from the Archive.
Step 2: Start Bo3_Layouter, and after a Short Boot you will get two windows.
First, the Console, (Usually a Command Prompt), do not Close this one, it will Terminate the whole Application, if everything fails you can always close it to close the Application. Also, if something went wrong. You can take the Error and Post it here, so I can fix it.
Second, you get the ToolBox:
It lists all the Branches it registered while Loading. I will go over adding your own further down.
-> Add Layout: Will Start a new Object, or add Layouts to an already Open Structure.
-> Load Structure: Will Load a *.struct file.
-> Save Structure: Will Save your current Structure as: (structurename).struct and contains the Settings and Branches/Layouts.
-> Export Structure: Will Create your Object files in the Result Folder.
-> Exit: Will obviously Exit the Applictation. It WONT check for unsaved Data. Be Carefull.
Settings: Will give you the Ability to set the StructureSize, Gridsize and stuff. But only BEFORE starting a new Structure. (These settings will be saved to your Config File, so you dont need to change them each start)
Brush Color: Will let you select the “Sections” or “Parts” of the Layout.
It will always Spawn one Color of each, from a random Layout.
Step 3: Adding a Layout. If you Press: Add Layout on the FileMenu, you should get a Prompt for a StructureName.
And a Window like this:
This is the Basic “Layout” window. Each Layout will have its own window. (Dont close them though, it will fuck up the Structure)
If you LeftClick on a Square, it will place the Branch you currently have Selected on your Toolbox, LeftClick on a Placed Branch will Rotate it. Rightclick will Remove it.
A Finnished Layout may look like this:
Step 4: Now, you are able to Export your Structure.
Adding your Own Branches:
Layouter knows of two types of Branches: Structure, and Plot.
Per default it comes with a List of “Plots”.
A Plot is a type of “Generic” Branch, which will result in an Empty Branch. The filename on the Finnished Structure is: “[Structurename]Plot[Branchname].bo3”, you can add to them a list of possible Structures that you want to be Spawned on this Plot.
A Structure is like the name said, a PreDefined Structure, and wont be just an Empty Generic Branch. In the End, it doesnt much matter what you use. It will be Called: Structurename]Struct[Branchname].bo3
Adding Plots: To add a Plot to Bo3_Layouter you just have to put a *.png file into the ./Branches/ directory. The Size it takes up in the Tool is the size of the Image in Pixels. It will become then an Empty Object on your Exported Structures.
Adding Structures: Basically the same. You just Drop a *.bo3 file into the Branches folder. The Application will then Scan the object and draw a Basic HeightScale Image. It will be Cloned into your new Structure on Export.
- If you have Exactly one Branch on a Layout, and you resize the window. The Window will Glitch out.
Solution: Save the Object. Restart Application and Load it back up.
- If you close Layout Windows, the Structure will get Corrupted. You will have to start from Scratch or load a Previous save.
Please note, this is the First Release, and my First GUI application I wrote from Scratch. The Code is everything else then Friendly to work with. I will probably rewrite the Complete Tool for further Releases. So right now, is the best time to provide Suggestions and Feedback.