Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
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About this ebook
Richard Hawley
Richard Hawley is a Sheffield-born singer-songwriter, guitarist, and producer. He found success as a member of Britpop band Longpigs in the 1990s, was briefly a member of the band Pulp, and as a solo musician has released eight studio albums. He has been nominated for a Mercury prize twice and once for a Brit Award. He wrote the music and lyrics for the musical Standing at the Sky's Edge, a collaboration with Chris Bush (Sheffield Theatres, 2019; revived 2022, and at the National Theatre in 2023; West End in 2024). It was based on his 2012 album of the same name.
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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D - Richard Hawley
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
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: February 2013
Production Reference: 1110213
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-939-6
www.packtpub.com
Cover Image by Neha Rajappan (<neha.rajappan1@gmail.com>)
Credits
Author
Richard A. Hawley
Reviewer
Adrian Licuriceanu
Stefano Provenzano
Acquisition Editor
Mary Nadar
Content Commissioning Editor
Meeta Rajani
Technical Editor
Worrell Lewis
Project Coordinator
Esha Thakker
Proofreader
Mario Cecere
Indexer
Monica Ajmera
Graphics
Valentina D’silva
Production Coordinator
Pooja Chiplunkar
Cover Work
Pooja Chiplunkar
About the Author
Richard Hawley started programming in the early 1980s at the start of the home computer craze with the Sinclair ZX-81. Before leaving high school he had worked on three game projects for Assassin Software and later worked on conversions of classic strategy board games for 8- to 16-bit machines. He went on to develop end-user tools for popular flight simulations including Empire Interactive’s Enemy Engaged helicopter series and the highly successful Origin Jane’s Longbow series (MissioneerPlus).
He’s the director of Tricubic Studios, a small UK company dedicated to creating simulation and training environments using off-the-shelf 3D engines including Unity and Leadwerks. Together with technical artist David Hopkinson (Total War: English Civil War conversion) and physics guru Fred Naar (creator of Helicopter Total Realism for Microsoft Flight Simulator X) they are collectively known for their work on helicopter simulations.
I would like to thank my wife Dorothy for putting up with my long sabbaticals in front of the computer and my kids who have grown used to becoming experimental subjects on family board gaming nights.
People I’ve had the privilege to work with; David Hopkinson for being a patient sounding board throughout our joint creative endeavors, his talent of being able to make silk purses out of sow’s ears is a testament to his ingenuity. I’d also like to thank Fred Naar who not only created the most amazing and unique helicopter physics engine but who also is a really nice guy. Other thanks go to Rob Hardaway for years of designing impossible mission scenarios, but mostly for hanging around at flight simulation shows being mistaken for me (which I’m more than happy about since he’s six foot tall and fighter-pilot handsome).
Thanks to Adrian Licuriceanu at Quad Software for his technical support with Grome, and for playing the role of accuracy police for this book.
Finally, a big thank you to the simulation community, SimHQ, and various individuals that continue to be supportive in the face of my endless and annoying prevarication and distractions (of which this book is but one of them). Sorry!
Art is never finished, only abandoned.
About the Reviewers
Adrian Licuriceanu started programming from an early age. Later, in both high school and college, he studied computer science and from the very beginning was fascinated with graphics programming. After graduating from college, in 2000, when a funding opportunity arrived, he founded Quad Software with the aim of creating technology for Massively Multiplayer Games. During the 5 years that he was the lead programmer he developed two engines used for MMO games. Later, he built on the previous experience to create Grome, a game-level editor currently employed by many professional studios. After two years of internal development, together with a small team of programmers, they managed to bring Grome to commercial quality and successfully launched the product in 2007. Currently, Grome is at its third version and it is used by many top professional game studios, simulation industry corporations, and universities. After another two years from the initial Grome launch, Adrian and his team made public the Graphite engine, the rendering middleware companion to Grome, an engine that can be used to render the complex scenes Grome can produce.
Stefano Provenzano is an Italian senior consultant and software engineer, who has worked on several projects in different fields of computer science including 3D real-time engines for PC and Playstation videogames, visual simulation and virtual prototyping, web application, and system integration.
In 2006, Stefano started his own software development and consulting company, Shin Software. Currently, Stefano is working on RIA and hi-quality mobile/web 3D real-time applications using Unity3D.
To my wife Irene and our children Davide and Pietro, your love gives me the strength to work and study hard.
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Preface
Role-playing games