Difference between revisions of "Custom Terrain"

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Tutorials on how to create and import your custom terrain into Overgrowth.
 
Tutorials on how to create and import your custom terrain into Overgrowth.
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Here is the most up to date tutorial (Video tutorial) (Sep 29, 2011)
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* [http://forums.wolfire.com/viewtopic.php?f=13&t=12568#p141577 Level terrain tutorial: how to make a custom terrain in L3DT]
  
Here is tutorial for L3DT version 2.9 standard.
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And here are out dated, but still usable tutorials
Also i am useing Overgrowth a134 files
 
  
So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]
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* The two tutorials cover two entirely different approaches.
After you have installed it i recomend you to make walk-trough guide first to understand little this program.
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* [[How to make your own Terrains for OG - Crash Course]]
 
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* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]
I make also a Designable map with you.
 
 
 
Under the '''Heightfield size'''
 
*change width to 2048 and Height to 2048.
 
*change Horiz.scale to 1
 
Click next
 
 
 
optional change is to change HF/DM ratio to 16 for faster calculating of design map
 
 
 
click next untill you see Design map parameters
 
*change Average altitude: all the way to the land
 
*feel free to mess around with other sliders
 
*choose climate under Default climate this option changes texture map of your new map
 
L3DT also can generate atributes map what i am useing for waight map in OG and it is useing climate option what i will explain little later.
 
 
 
click next untill you see Calculation queue window
 
 
 
Check there
 
Heightfield,
 
Attributes map,
 
terrain normals
 
Texture map
 
press next.
 
  
So you see Texture settings.
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You can find the cached and simplified model of the terrain in your user documents wolfire/overgrowth/data/textures/terrain/levelname/
  
*uncheck Use light map because OG has its own shadows map
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Level XML Reference:
  
*check Anti-aliasing and move slider to 32X
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* ExtraAO tag takes a value from 0 to 1, with anything above 0 adding darker and more subtle AO.
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example: <ExtraAO>0.6</ExtraAO>
  
*check Make high.resolution texture
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* ModelOverride tag specifies a path to a model to use instead of the one generated from the heightmap,
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example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride>
  
*check Split map into tiles(mosaic map)
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Moved WIP tutorial to discussion.
  
and press OK
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TODO - recommend and describe how to pull and use existing heightmaps in a given level, also point to good tutorial on how to make own. One does exist on here somewhere.
  
L3DT will ask you now to save your project map so just save it somewhere.
 
  
After the calculatuon progress is finished continue the walk-trough guide
 
  
  
* The two tutorials cover two entirely different approaches.
 
* [[How to make your own Terrains for OG - Crash Course]]
 
* [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial]
 
  
  
 
[[Category:Overgrowth]]
 
[[Category:Overgrowth]]

Latest revision as of 19:39, 23 October 2017

This article is a stub. You should help Wolfire by expanding it.

Tutorials on how to create and import your custom terrain into Overgrowth. Here is the most up to date tutorial (Video tutorial) (Sep 29, 2011)

And here are out dated, but still usable tutorials

You can find the cached and simplified model of the terrain in your user documents wolfire/overgrowth/data/textures/terrain/levelname/

Level XML Reference:

  • ExtraAO tag takes a value from 0 to 1, with anything above 0 adding darker and more subtle AO.

example: <ExtraAO>0.6</ExtraAO>

  • ModelOverride tag specifies a path to a model to use instead of the one generated from the heightmap,

example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride>

Moved WIP tutorial to discussion.

TODO - recommend and describe how to pull and use existing heightmaps in a given level, also point to good tutorial on how to make own. One does exist on here somewhere.