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

Product typeBook
Published inFeb 2013
Reading LevelIntermediate
Publisher
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.
Read more about Richard A. Hawley

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Planning our first project – the brief


For purposes of demonstration we're going to be working on a hypothetical game as part of a team. We have a design document and the art lead has tasked us with creating the exterior map for the "Volcano Lair" of the evil Doctor Yes and his sidekick, Professor Maybe. Our game features the propitious handsome hero "Guy Goodwin" on a mission to thwart the evil plans of an organization called "DEAD Certainty". The team lead is really enthused and promises it will be great, not really.

Our task is to turn concept and sketches into a detailed virtual environment using GROME as part of the toolset so we can export it for different game engines.

Already we can take away some information about what we can build. The characters sound over the top, the tone of this game is clearly humored, larger than life. It's a first-person game meaning ground detail will need to be pretty high in player accessible areas. This part of the game takes place on an island which has the following key locations as listed in our brief:

  • A volcano (with interior access via a bunker)

  • Professor Maybe's villa or laboratory

  • A power station

  • Coastal docks

  • River with a boat event

  • Airfield (with getaway plane)

Creating a rough sketch of our map, we get a feel for relative positions and scale of the terrain we need. We keep main story locations clustered around the origin of the world to reduce precision problems on the destination platforms.

What we can take away from such a sketch is the rough outline of major features, in this case the shape of the island. We can import this at a later stage and use it as a mask in GROME when creating the heightmap.

Generating terrain can be done procedurally which is what we're going to do for our game example. Then we'll use our sketch to create masks we can import into GROME. These work just like masks in programs like Photoshop and GIMP.

If we need to go back and change the position of key locations (for example; the project lead might want to move two places closer together to speed up story progression), we can do this quite easily in GROME using masks or a clone brush tool which we will explore later.

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