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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Book Description

Create massive terrains, and then export them to the most popular game engines

  • A comprehensive guide for terrain creation

  • Step-by-step walkthrough of Grome 3.1 and toolset

  • Export terrains to Unity3D, UDK, and Ogre3D

  • In Detail

    Grome is an environmental modeling package that makes the creation and editing of large terrain areas an easy task. Grome has the ability to take huge datasets suitable for MMOs and simulations and this marks it as a welcome tool in a developer’s toolbox.

    "Grome Terrain Modeling with Ogre3D, UDK, and Unity3D" shows you how to get to grips with this powerful terrain construction tool. This book walks you through how to create, edit, and export terrains to Unity3D, UDK, and Ogre3D.

    "Grome Terrain Modeling with Ogre3D, UDK, and Unity3D" will guide you in creating new Grome terrain projects, splitting terrain into multiple zones, adding textures and ground features, and exporting your creations into a game engine.

    You will be guided through the Grome toolset to create potentially massive procedurally generated fractal landscapes, adding multiple texture layers for different seasonal effects, and adding materials for performance enhancing lighting effects.

    You will learn how to export your landscapes to the most common 3D engines; Unity3D (PC and mobile), UDK, and Ogre3D. It’s a powerful addition to any production pipeline if your game needs terrain.

    Table of Contents

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