|
|
(3 intermediate revisions by one other user not shown) |
Line 10: |
Line 10: |
| * [[How to make your own Terrains for OG - Crash Course]] | | * [[How to make your own Terrains for OG - Crash Course]] |
| * [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial] | | * [http://forums.wolfire.com/viewtopic.php?f=13&t=5457 Custom Terrain Tutorial] |
| + | |
| + | You can find the cached and simplified model of the terrain in your user documents wolfire/overgrowth/data/textures/terrain/levelname/ |
| | | |
| Level XML Reference: | | Level XML Reference: |
Line 16: |
Line 18: |
| example: <ExtraAO>0.6</ExtraAO> | | example: <ExtraAO>0.6</ExtraAO> |
| | | |
− | * Model Override tag specifies a path to a model to use instead of the one generated from the heightmap, | + | * 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> | | 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. |
− | PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS
| |
− | | |
− | Here is tutorial for L3DT version 2.9 standard.
| |
− | Also i am useing Overgrowth a135 files
| |
− | | |
− | So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]
| |
− | After you have installed it i recomend you to make walk-trough guide first to understand little this program.
| |
− | | |
− | I make also a Designable map with you.
| |
− | | |
− | Under the '''Heightfield size'''
| |
− | *change width to 512 and Height to 512 for faster calculations.
| |
− | | |
− | You can also change width and height to 2048X2048 but calcuations takes much more time then.
| |
− | | |
− | *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)
| |
− | | |
− | We need to make New climate so we can edit it in the future much easyly in the future.
| |
− | | |
− | L3DT climates are useing materials files and every material have its own color. We need to make 4 new materials and asign them right colours to work properly with Overgrowth weights 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.
| |
− | | |
− | Press ok
| |
− | | |
− | now select Grass and make copy of it and name it OG_Grass
| |
− | | |
− | 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
| |
− | | |
− | click ok
| |
− | | |
− | 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
| |
− | | |
− | click ok untill you are back in the Climate editor window
| |
− | | |
− | Click save and then OK
| |
− | | |
− | And thats it for tonight
| |
| | | |
| | | |
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.