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You're reading from  Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Product typeBook
Published inFeb 2013
Reading LevelIntermediate
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ISBN-139781849699396
Edition1st Edition
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Author (1)
Richard A. Hawley
Richard A. Hawley
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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 Interactives Enemy Engaged helicopter series and the highly successful Origin Janes Longbow series (MissioneerPlus). Hes 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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Vertical texture mapping


This is the process by which we combine two texture layers to correctly map a flat texture to vertical surfaces such as mountains and cliff faces. Some 3D engines can have some kind of vertical mapping built into a pixel shader which is very handy when available. However, we can't always rely on this; for our project we can assume the mobile platforms will require baked textures with correctly mapped vertical surfaces. We can create two layers to achieve accurate vertical mapping in the following manner:

  • Create our first material layer for cliffs, we'll name this Mountains 0-90.

  • Assign it a nice Canyon Rock texture (such as the arid2/canyon_rock01.tga texture as provided in the GROME texture library).

  • Create a new mask, default values are fine for this example.

  • In the parameters for the texture set the UV tiling to something that fits the scene (for example 20, 20). Set the HV spin for this layer to 0, 90. This is shown in the following screenshot.

  • Now the tricky part...

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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Published in: Feb 2013Publisher: ISBN-13: 9781849699396

Author (1)

author image
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 Interactives Enemy Engaged helicopter series and the highly successful Origin Janes Longbow series (MissioneerPlus). Hes 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.
Read more about Richard A. Hawley