Transport Fever 2

Transport Fever 2

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Temperate Trees Generator (by JK)
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14 Nov, 2020 @ 11:44am
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Temperate Trees Generator (by JK)

Description
A generator of trees, with many adjustable factors, for use in the Map Editor on existing an heightmap or terrain. (Note: Generates assets only, does not generate terrain.)
Produces mixed forests of different tree and shrub types, mostly at lower levels, with conifers extending to higher levels. Mixed trees and a few rocks along river banks/water edges. On mid to higher levels trees and shrubs follow ridge and valley slopes. A few single trees at lower levels and a few single shrubs at higher levels. Very occasional random rocks are also still spread across the map.

How to use:
- From the main menu, go to Map Editor, Custom Settings, set Temperate, enabled this mod (plus any others). Save. Start.
- In the map editor, in Heightmap, generate the terrain or import a custom heightmap image.
- Once the terrain has generated, change Generator to Temperature Trees.
- For the default terrain generator, the top of the hills seems to be about 400m, so set All: Scale Height to 0.8 or lower - to have exposed peaks.
- Adjust other options and Generate. (Repeat...)

Notes:
- As preset, this mod should generates less trees than the default generator. But it can produce many more, which may have a negative on game performance.
- The Forest Size Variance settings can give big swings between too few and too many tress, so the Forest Quantity Factor has a large range available to compensate. The Minor settings should affect the minimum size of each forest, and the Major setting the maximum, but it seems an inexact science and all 3 of settings interact with each other.
- To have no Hill Slope Trees, both types can be set to None.
- The settings list fills the screen at 1920x1080 and 100% Interface Scale. For smaller resolution heights or larger UI scales, it may push the Generate button off the bottom of the screen. (This issue has been reported to the developers.)
- This mod can be removed when loading a game to be played and is not required as dependency when publishing/sharing a map or saved game.

The first 4 screenshots are with terrain generated with the default generator. The rest are on a custom heightmap and with my Tree Shade Variation mod: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2287247119
11 Comments
killjoy 21 Oct, 2024 @ 8:18pm 
Yeah i thought about creating a new category but that's a bit beyond me I think. Maybe I can make a temp mod just for the generating process that lumps trees into different categories by just changing their .mdl files. Cheers mate.
JK  [author] 21 Oct, 2024 @ 10:06am 
@killjoy - It's been 4 years since I did this mod, so I don't remember that much. But I think for each tree that are categories, so maybe a new custom type could be made and used by a terrain generator instead of a standard type. But it's not straight forward and making this mod took a lot trial and error. I think I mainly reused the standard format, and didn't succeed in adding new functionality to the code. Some related info is here : https://www.transportfever2.com/wiki/doku.php?id=modding:landscapeassets
killjoy 20 Oct, 2024 @ 10:42pm 
I'm curios how you'd go about setting tree asset generation to populate with specific trees, like you can when placing multiple trees with the brush tool.

So instead of using the metadata defined trees under "Conifer" or "Broadleaf" you can place specific tree mixes like "Scots_pine" or mods like spackys "AlaskaCedar_RT_1".
JK  [author] 14 Sep, 2022 @ 5:51am 
@agunter999 - Setting the UI scale to 75% will fit it within a screen height of 870 (rather than 1080 at 100%).
agunter999 13 Sep, 2022 @ 11:52am 
Is there any temp fix for this? "- The settings list fills the screen at 1920x1080 and 100% Interface Scale. For smaller resolution heights or larger UI scales, it may push the Generate button off the bottom of the screen. (This issue has been reported to the developers.)"
JK  [author] 3 Jan, 2022 @ 6:39am 
@RocketRanger - There are two elevation groups of trees : 'Forests' have lower level deciduous type trees and conifers are higher. But less uniformly that the game's default generation. 'Hill Slope' trees are also generated around ridges and valley slopes at higher elevations, the types of these trees can be changed.
The description of that mod you linked suggest it will be used as conifers by generators if that mod is activated. But I haven't tried it.
It's probably best if you have a play around with both mods and see if they can do what you want.
RocketRanger 3 Jan, 2022 @ 3:14am 
P.S.: in case your mod already allows it, can you give me a hint, via which settings i can achieve it? I would also like to integrate thes types of trees if possible: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2247194383&searchtext=
RocketRanger 3 Jan, 2022 @ 3:08am 
Hi, does this mod allow to build different trees at different height levels like they occur in the reeal world? I would like to populate my alpine map like it is displayed in this figure: https://biberberti.com/fur-teens/themen/schutzwald/hohenstufen-der-vegetation/

Many Greetings & happy new year!
JK  [author] 19 Apr, 2021 @ 9:48am 
@ritknat - Thanks. If you're generating a temperate map, it shouldn't produce palm trees. Maybe you have a tree mod enabled that is interfering with it, in which case, only enable the other mod after generating the trees.
ritknat 19 Apr, 2021 @ 8:04am 
Hi, cool tool. I just would like to adjust the Trees the generator selects. Do you think that is possible? or how does the script select the "normal" trees. There are Palm-Trees in the forests generated - I would like to switch them of.. Do you think you can halep with this?