A dedicated member of the community, Luis Féliz-Tirado, was kind enough to provide us with a “How to” article about the Autogen Annotator. Luis is someone we noticed posting on forums, offering sound advice and providing guidance to folks on how to create, edit and manipulate Autogen. Through a series of iterations and reviews, the folks at Aces now approve of this work and offer you the following articles on his behalf. We would like to personally thank Luis for his efforts. If you have a strong working knowledge and understanding of SDK subject matter, we welcome others to submit their articles for potential publication as well. Please be advised that any submission becomes the property of Microsoft, and we do not guarantee any response.
Using the Autogen Annotator
This article is intended to serve as an introduction on how to author Autogen annotations to procedurally place custom scenery. The “annotation” inform the engine how to generate, place, and render specific types of Autogen at specific locations, and is a powerful tool for creating realistic scenery. This article walks you through the process of how to use this SDK tool and how to create these annotations.
Pictorial Reference Intro
This article is intended to be a reference document to accompany the “Using the Autogen Annotator” article above, or to be used in isolation as reference when working with the Annotator tool. The document visually illustrates the range of Autogen objects available for Vegetation and Buildings, providing essentially a pictorial guide to the somewhat abstract names used to describe Autogen objects. We expect this to help scenery developers easily visualize the range of vegetation and buildings available for use.
Read the articles at the links below:
Using the Autogen Annotator (.PDF)
Pictorial Reference (.PDF)