Difference between revisions of "Custom Terrain"

From Wolfire Games Wiki
Jump to: navigation, search
m (Added TODO)
 
(11 intermediate revisions by 2 users not shown)
Line 2: Line 2:
  
 
Tutorials on how to create and import your custom terrain into Overgrowth.
 
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)
 +
* [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.
+
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]
+
* 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.
+
* [[How to make your own Terrains for OG - Crash Course]]
 
+
* [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.
 
 
 
*uncheck Use light map because OG has its own shadows map
 
 
 
*check Anti-aliasing and move slider to 32X
 
 
 
*check Make high.resolution texture
 
 
 
*check Split map into tiles(mosaic map)
 
 
 
and press OK
 
 
 
L3DT will ask you now to save your project map so just save it somewhere.
 
 
 
After the calculatuon progress is finished do not generate Light map because you dont nee it.
 
 
 
So we almost have basic thing for Overgrowtg map.
 
 
 
Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)
 
 
 
So lets begin with opening up Resources menu and selecting under there climates and Climat manager.
 
 
 
Now you see all climates what is pre made for L3DT
 
 
 
Chose Temperate (basick)
 
 
 
click on the Pebbels and press copy
 
 
 
Name it OG_Pebbels and press ok
 
 
 
chose Appearance and then under material Coppy
 
 
 
Name it again OG_Pebbels
 
 
 
Now click that button with ...
 
 
 
make new folder called OG
 
 
 
name your file again OG_pebbels.mat.xml and save your material file into that folder.
 
 
 
Click ok 3 times untill you are back in the climate editor window
 
 
 
Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window
 
 
 
 
 
Now we are going to make completly new climate named OG and it will use Our material files including that 1 what we just made
 
 
 
So click on the Demo-grass-rock-sand and make copy if it
 
 
 
lets name this Climate to OG
 
 
 
Now click that button with ...
 
  
Go to folder you made earlyer called OG and save your climate file into that folder.
+
You can find the cached and simplified model of the terrain in your user documents wolfire/overgrowth/data/textures/terrain/levelname/
  
Press ok
+
Level XML Reference:
  
now select Grass and make copy of it and name it OG_Grass
+
* ExtraAO tag takes a value from 0 to 1, with anything above 0 adding darker and more subtle AO.
 +
example: <ExtraAO>0.6</ExtraAO>
  
under General tab there is Display col click on it and chose that green colour from basic colors what is in the location x=3 y=3
+
* 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>
  
click ok
+
Moved WIP tutorial to discussion.
  
under Appearance tab there is edit button click it and again name it OG_Grass and save it to the OG folder useing that ... button
+
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.
  
click ok untill you are back in the Climate editor window
 
  
Click save and then OK
 
  
  
 
* 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.