Difference between revisions of "Custom Terrain"

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example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride>
example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride>
Moved WIP tutorial to discussion.
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
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

Revision as of 07:19, 31 May 2012

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.