Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
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Table of Contents
Sample Chapters
  • A comprehensive guide for terrain creation
  • Step-by-step walkthrough of Grome 3.1 and toolset
  • Export terrains to Unity3D, UDK, and Ogre3D

Book Details

Language : English
Paperback : 162 pages [ 235mm x 191mm ]
Release Date : February 2013
ISBN : 1849699399
ISBN 13 : 9781849699396
Author(s) : Richard A. Hawley
Topics and Technologies : All Books, Game Development, Unity

Table of Contents

Chapter 1: Creating Virtual Landscapes
Chapter 2: GROME Workspace
Chapter 3: Heightmaps
Chapter 4: Textures and Lighting
Chapter 5: Bring Me a Shrubbery
Chapter 6: Water, Rivers, and Roads
Chapter 7: Exporting to Unity, UDK, and Ogre 3D
  • Chapter 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
    • Chapter 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
      • Chapter 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
        • Chapter 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
          • Chapter 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
                • 3D Objects in detail layers
            • Summary
            • Chapter 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
              • Chapter 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

                Richard A. Hawley

                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.

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                What you will learn from this book

                • Start a new GROME project
                • Learn the caveats and tricks of terrain scale in game engines
                • Create heightmaps using procedural functions
                • Use masks and layers to combine effects
                • Paint textures and map them using simple rules
                • Create 3D meshes of heightmaps for mobile games
                • Export heightmaps and splat terrain for Unity3D
                • Export heightmaps and textures for UDK
                • Export Grome scenes for the Ogre3D Graphite engine

                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.


                This book is a practical guide with examples and clear steps to explain terrain modeling with Grome.

                Who this book is for

                If you’re a developer or artist looking for a guide to walk you through GROME 3.1, then this book is for you. This book will help you from the first step to exporting a terrain as a workable art asset in a game engine.

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