Reader small image

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

Product typeBook
Published inFeb 2013
Reading LevelIntermediate
Publisher
ISBN-139781849699396
Edition1st Edition
Languages
Right arrow
Author (1)
Richard A. Hawley
Richard A. Hawley
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

Right arrow

Decals


Apart from painting with textures, GROME can use decals to apply spot graphics such as helipads or scorched earth. Decals are individual objects that project images down onto a surface. While individual game engines might support some kind of decal system, they will not translate. It's not possible to bake decal objects into a texture prior to export but as objects they can be exported. However; the onus is on the end user and the host engine to load and handle them. We'll have a quick look at the Decal tool.

Before creating any decals you must (as with all other tools) create a Decal layer on the layer stack then assign at least one terrain zone to the new layer. When you click on Assign to selection the New Decal Layer dialog appears. This is shown in the following screenshot:

Decals are treated as individual objects you can position with the mouse. They lay flat with the terrain but they are made from triangular meshes that are updated with terrain height information when you edit...

lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
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