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| example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride> | | example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride> |
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| + | Moved WIP tutorial to discussion. |
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− | PEASE DO NOT EDIT THIS JET ITS IN WORK IN PROGRESS STATUS
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− | Here is tutorial for L3DT version 2.9 standard.
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− | Also i am useing Overgrowth a135 files
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− | So lets start with downloading L3DT [http://www.bundysoft.com/L3DT/downloads/standard.php here]
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− | After you have installed it i recomend you to make walk-trough guide first to understand little this program.
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− | I make also a Designable map with you.
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− | Under the '''Heightfield size'''
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− | *change width to 512 and Height to 512 for faster calculations.
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− | You can also change width and height to 2048X2048 but calcuations takes much more time then.
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− | *change Horiz.scale to 1
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− | Click next
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− | optional change is to change HF/DM ratio to 16 for faster calculating of design map
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− | click next untill you see Design map parameters
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− | *change Average altitude: all the way to the land
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− | *feel free to mess around with other sliders
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− | *choose climate under Default climate this option changes texture map of your new map
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− | 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.
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− | click next untill you see Calculation queue window
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− | Check there
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− | Heightfield,
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− | Attributes map,
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− | terrain normals
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− | Texture map
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− | press next.
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− | So you see Texture settings.
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− | *uncheck Use light map because OG has its own shadows map
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− | *check Anti-aliasing and move slider to 32X
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− | *check Make high.resolution texture
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− | *check Split map into tiles(mosaic map)
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− | and press OK
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− | L3DT will ask you now to save your project map so just save it somewhere.
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− | After the calculatuon progress is finished do not generate Light map because you dont nee it.
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− |
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− | So we almost have basic thing for Overgrowtg map.
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− | Now it gets little tricky because we are going to mess with climates and atributes map (In Overgrowth its called waight map)
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− | We need to make New climate so we can edit it in the future much easyly in the future.
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− | 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
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− | So lets begin with opening up Resources menu and selecting under there climates and Climat manager.
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− | Now you see all climates what is pre made for L3DT
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− | Chose Temperate (basick)
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− | click on the Pebbels and press copy
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− | Name it OG_Pebbels and press ok
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− | chose Appearance and then under material Coppy
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− | Name it again OG_Pebbels
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− | Now click that button with ...
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− | make new folder called OG
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− | name your file again OG_pebbels.mat.xml and save your material file into that folder.
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− | Click ok 3 times untill you are back in the climate editor window
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− | Chose jour OG_pebbels and chose delete and press ok untill you reach to climate manager window
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− | 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
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− | So click on the Demo-grass-rock-sand and make copy if it
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− | lets name this Climate to OG
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− | Now click that button with ...
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− | Go to folder you made earlyer called OG and save your climate file into that folder.
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− | Press ok
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− | now select Grass and make copy of it and name it OG_Grass
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− | 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
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− | click ok
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− | 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
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− | click ok untill you are back in the Climate editor window
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− | Click save and then OK
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− |
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− | And thats it for tonight
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