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- Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines
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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines
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
- Support files, eBooks, discount offers and more
- 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
- Describing a world in data
- 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
- Viewports
- 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
- Heightmap toolset
- 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
- Modifier toolsets
- 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
- ColorGen tool
- 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
- The Detail layer stack
- Summary
- 6. Water, Rivers, and Roads
- Water layers
- Creating a new water layer
- Masks
- Global settings
- Waves
- Coloring
- Lighting
- Shadows on water layers
- Creating a new water layer
- 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
- Create tool
- Summary
- Water layers
- 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
- Unity
- Index
- Title: Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines
- Author: Richard A. Hawley
- Original title: Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines
- ISBN: 9781849699402, 9781849699402
- Date of issue: 2013-02-18
- Format: Ebook
- Item ID: e_3bia
- Publisher: Packt Publishing