And my main issue of no randomness in my Veg rectangles remains.
Hi Chris:
I found this in the August 1st, 2020 ScenProc PDF file:
9.2.1 AddAttribute
Purpose
Add a new attribute to the selected features. The attribute category and value are provided.
Arguments
1. The filter that selects the features to which the attribute should be added
2. The attribute type and category (name) of the new attribute
3. The value of the new attribute. There are three special values that have a different behaviour:
• RND(x) generates a random number between 0.0 and x
• RND(x,y) generates a random number between x and y
• NEWGUID creates a new
random GUID
• TILELOD adds the name of the LOD of the cell the feature is in
Example
Add new attribute to all square polygons:
AddAttribute|FTYPE="POLYGON" And FNUMVERT=4 And FNUMPERPANG=4|String;BUILDINGTYPE
,! |SQUARE |
Add random heading between 0 and 360 to all point features:
AddAttribute|FTYPE="POINT"|Double;heading|RND(360) |
Add random building height between 10 and 20 to all buildings:
AddAttribute|building=*|Double;height|RND(10,20) |
86"
Note the above offers to impart 'Randomness', but it is unclear whether / how one can randomize GUIDs of Vegetation Objects placed via Rectangles
9.2.27 ReplacePolygonByVegetationRectangles
Purpose
For FS2004 autogen vegetation can only be rectangular in shape. For FSX there is a choice between polygonal and rectangular vegetation. With this step it is possible to replace a polygon by a set of rectangles that cover roughly the same area. So this allows rectangular vegetation to be created from polygons that are not rectangular. Figure 9.9 shows an example of this.
Figure 9.9: Example of polygon replaced by a number of rectangles
Arguments
1. Filter to select the polygons that should be replaced by rectangles
2. The size of the rectangle that will be created in degrees
3. The amount of overlap between rectangles, where 0.0 means no overlap and 1.0 means 100% overlap.
4. The amount of
random offset added to the rectangles, 0.0 means no random offset while 1.0 means a maximum random offset equal to the size of the rectangle.
Example
Replace all forest polygons by rectangles 0.001 degrees in size. The rectangles will have 25% overlap and 25% random offset:
ReplacePolygonByVegetationRectangles|landuse="forest"|0.001|0.25|0.25
Note the above offers to impart 'Randomness', but it is unclear whether / how one can randomize GUIDs of Vegetation Objects placed via Rectangles
"
9.3.5 CreateAGNRectVeg
Purpose
Create autogen rectangular vegetation. This is usually used to create forest or other vegetation for FS2004. For FS2004 the type of vegetation is determined with the SetAGNVegetationSettings step.
For FSX the type of vegetation is selected with a GUID that refers to a class in the autogen configuration files. The bounding box of the selected features is used as the rectangle of the autogen.
Arguments
1. Filter to select the features from which the rectangular vegetation will be generated
2. GUID of the vegetation group that will be used. If you provide multiple GUIDs, separated by a semicolon (
;), scenProc will randomly select one of the GUIDs from the list.
3. Optional feature attribute name that contains the vegetation type GUID. If the attribute does not existing the GUID provided in the second argument is used as fallback.
Example
Create autogen rectangular vegetation from all forest polygons and assign the vegetation group named "Mixed Forest".
CreateAGNRectVeg|landuse="forest"|{c9dc45ae-f240-42a9-a137-b7617452a308} |
Create autogen rectangular vegetation for FS2004 where the GUID is not required.
CreateAGNRectVeg|landuse="forest" |
112"
Another option is to make your own custom groups in the autogen configuration. The advantage of the groups is that you automatically get a mix in heights in an area. If you use single models you have to introduce that variation yourself.
But especially if you are placing each tree as a small vegetation rectangle both methods will work well.
Regarding what Arno means by "
Vegetation Group", this is apparently less well defined in the PDF file, or his other posts which use the term " Vegetation Group".
https://www.google.com/search?source=hp&ei=zoupX5_EA5W6tAbzlrugDQ&q=ScenProc+"vegetation+group"&oq=ScenProc+"vegetation+group"&gs_lcp=CgZwc3ktYWIQAzoLCC4QsQMQgwEQkwI6CAguELEDEIMBOgIIADoLCC4QsQMQxwEQowI6CAguEMcBEKMCOgUIABCxAzoLCC4QxwEQowIQkwI6BQguELEDOg4ILhCxAxDHARCjAhCTAjoCCC46CAguEMcBEK8BOgUIABDJAzoECAAQCjoECAAQHjoHCAAQyQMQHjoFCCEQoAFQ3RBYkTxgoUVoAHAAeACAAY4BiAHBCpIBAzQuOJgBAKABAaABAqoBB2d3cy13aXo&sclient=psy-ab&ved=0ahUKEwif44OMjfbsAhUVHc0KHXPLDtQQ4dUDCAg&uact=5
Jim's examples in the preceding discussion above in this thread appear to focus on use of "ModelEntry GUIDs with scenProc rather than
groupings".
However, Arno has stated "
For FSX the type of vegetation is selected with a GUID that refers to a class in the autogen configuration files"
Arno, would you please be so kind as to further clarify how Chris may
randomize vegetation objects placed via vegetation rectangles using ScenProc ?
Thanks in advance for your help in explaining more clearly this aspect of how to use ScenProc and/or other utilities to define / select
vegetation groups for random placement of Autogen objects by means of vegetation rectangles.
GaryGB