A tool for Arma 3 to check the number of colors used on a surface mask.
This tool is currently intended to be used from the command line or run from a batch file. You will first want to load the terrain up in TB. Then make note of the tile size, overlap (actual overlap), tiles in row, and the number of materials per cell you selected when exporting the surface mask.
While this program only reads your surface mask, please make a backup of it prior to running it through this program.
Running from a batch file:
::example.bat
"C:\some\path\to\MaskColorChecker.exe" "C:\some\path\to\yourMask.bmp" tileSize=512 overlap=32 tilesCount=22 colorsPerTile=6 outputTiles=0
Sets the size of the tiles that TB would theoretically generate. This value can be found in TB under Mapframe properties > Samplers > Satellite/Surface (mask) tiles > Size (px).
Sets the number of pixels the tiles overlap. This value can be found in TB under Mapframe properties > Samplers > Actual overlap (px).
Sets the number of tiles in each row and column. This value can be found in TB under Mapframe properties > Samplers > Tiles in row (tile).
Sets the number of unique colors that can be used in any given tile. If a tile has more colors than set by this value, there will be a message outputted to the console window with more information. This value can be found in TB under Mapframe properties > Processing > Imagery > Options > Export surface mask > whichever value you selected.
Determines whether the program should output the "theoretical" tile if it encounters more colors than allowed by colorsPerTile. The options for the different modes are as follows:
- 0 - the program will only give you a message in the console with more information about tiles with issues.
- 1 - the program will give that same message in the console, but will also output all of the tiles with issues to a
Bad_Tiles
folder in the same directory as your mask. For example, if your masks path was"C:\some\path\to\yourMask.bmp"
, the tiles with issues would be outputted to"C:\some\path\to\Bad_Tiles"
. - 2 - the program will give that same message in the console, but will also duplicate the mask and draw rectangles on the areas where the number of surfaces exceed the allowed count per tile. For example, if your masks path was
"C:\some\path\to\yourMask.bmp"
, the duplicated mask will be outputted to"C:\some\path\to\Bad_Tiles\debugMask.bmp"
. An example of how it looks: - 3 - the program will do all of the above options.