BVEStation Forums

BVE => General BVE/OpenBVE => Topic started by: phontanka on November 16, 2014, 02:28:28 pm

Title: ForestBuilder 1.6 - Build forests, villages, car parks, farms for OpenBVE
Post by: phontanka on November 16, 2014, 02:28:28 pm
I have the pleasure of announcing the availability of a new developer tool, ForestBuilder version 1.6. This software helps route developers to create nice and natural looking forests, villages, car parks or any other locations where randomly placed repeated objects are used.

(https://dl.dropboxusercontent.com/u/52946736/ForestBuilder16/ForestBuilder16.jpg)

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

ForestBuilder 1.6 is immediately available from the BVE Klub website. An 11 page long illustrated English language tutorial is included. ForestBuilder is open source, licensed under the GPL, source code is included.

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

(https://dl.dropboxusercontent.com/u/52946736/ForestBuilder16/ForestBuilder.png)
Title: Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms for OpenBVE
Post by: phontanka on November 18, 2014, 06:00:35 pm
ForestBuilder 1.7 is now released, error messages are now translated to English.

http://www.bveklub.hu/forestbuilder (http://www.bveklub.hu/forestbuilder/#en)
Title: Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms for OpenBVE
Post by: ipac on November 19, 2014, 07:36:50 pm
Interesting tool, is there a threshold of how many trees it places? I'm sure there would be performance issues if there were too many objects placed.
Title: Re: ForestBuilder 1.6 - Build forests, villages, car parks, farms for OpenBVE
Post by: phontanka on November 20, 2014, 04:12:14 pm
Yes, you can easily calculate the exact number of trees in your forest. If you read the tutorial you will see that you can precisely define how many trees to place and what density to use.