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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines

Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines

Richard A. Hawley

Ebook
  • Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
    • Table of Contents
    • Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
    • Credits
    • About the Author
    • About the Reviewers
    • www.PacktPub.com
      • Support files, eBooks, discount offers and more
        • Why Subscribe?
        • Free Access for Packt account holders
    • Preface
      • What this book covers
      • What you need for this book
      • Who this book is for
      • Conventions
      • Reader feedback
      • Customer support
        • Downloading the example code
        • Errata
        • Piracy
        • Questions
    • 1. Creating Virtual Landscapes
      • Describing a world in data
        • Heightmaps are common ground
      • Texture sizes
      • The huge world problem
        • Floating point precision
        • Depth buffer precision
      • Planning our first project the brief
      • Starting GROME
      • Summary
    • 2. GROME Workspace
      • Viewports
        • Selecting objects
      • Workspace panel
        • Workspace tab
        • Scene tab
        • Layer stack
        • Layer type selector
        • Selection filter
      • Tools panel
      • Workflow/creation path
      • Zones
        • Know the dimensions
        • Zone splitter
      • Example volcano island
        • Splitting zones
        • Creating a simple procedural heightmap
      • Summary
    • 3. Heightmaps
      • Modifier toolsets
        • Heightmap toolset
          • Elevation
          • SurfInfo
          • Erosion and FLErosion
          • HmapImport
          • Resampler
          • HSmooth
          • HmapStamp
          • ObjLevel
          • Simplify
        • Heightmap Brush toolset
          • Elevation
          • Smudge
          • Smooth
          • Clone
          • Fractals, hills, mountains, and dunes
        • Procedural Heightmap toolset
          • PDeposition
          • FractalNoise and FractalDunes
      • Example the Heightmap layer stack
      • Heightmap layer operations
        • Merging a heightmap
        • Flatten down
      • Selection masks
      • Example putting it together
        • Our initial work plan
        • Now to apply the River feature
        • Brushing the shoreline
      • Summary
    • 4. Textures and Lighting
      • Performance consideration for mobiles
      • Working with material layers
      • Assigning zones to a layer
      • Color textures
        • Ground holes
        • Masked textures
      • The texture toolset
        • ColorGen tool
          • Distribution Mask component
          • Layers and Layers in use
        • Shadowmap tool
        • MaskFilter tool
        • MaskGen tool
          • The Base layer
          • The 01 layer
          • Arm 02 Texture layer
          • Final Detail layer
          • All done
      • Vertical texture mapping
        • ColorBake tool
        • NormalMap tool
      • Let it snow
      • The brush tools
      • The package browser
      • Decals
      • Summary
    • 5. Bring Me a Shrubbery
      • Exportability of vegetation
      • GROME detail objects and billboards
        • The Detail layer stack
          • Adding grass billboards
          • Adding 3D Object details
        • The Detail toolset
          • Brush tool
          • Mask tool
          • Procedural tools
            • A quick example
            • A closer look at Billboard Grasses
            • Blending shadowmaps with vegetation
          • 3D Objects in detail layers
      • Summary
    • 6. Water, Rivers, and Roads
      • Water layers
        • Creating a new water layer
          • Masks
          • Global settings
          • Waves
          • Coloring
          • Lighting
        • Shadows on water layers
      • Water toolset
        • Generator tool
        • Shoreline tool
      • Creating rivers
        • Creating a small stepped river feature
      • Roads
        • Create tool
          • Adding more roads to create a network
        • Adjust tool
        • Configure tool
          • Texturing the road
        • Real road data
      • Summary
    • 7. Exporting to Unity, UDK, and Ogre 3D
      • Unity
        • Desktop PC/Mac
        • Export RAW terrain
        • Exporting from GROME
          • Importing into Unity
        • Importing Unity Splatmaps
          • Convert texture to ARGBA32 format
          • Unity editor script to replace splatmaps
        • Mesh terrain export
          • Mesh export from GROME
      • Unreal Development Kit
        • GROME export plugin for UDK
      • Ogre3D
        • OgreGraphite engine
        • Exporting with GraphiTE
        • Compiling the code
        • Deleting zones
        • Going further the edge of forever
      • Summary
    • Index
  • Tytuł: Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines
  • Autor: Richard A. Hawley
  • Tytuł oryginału: Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines
  • ISBN: 9781849699402, 9781849699402
  • Data wydania: 2013-02-18
  • Format: Ebook
  • Identyfikator pozycji: e_3bia
  • Wydawca: Packt Publishing