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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.
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Starting GROME


Depending on your host operating system you should launch either the 32-bit or 64-bit Version. If you have more than 4 GB of memory installed and a 64-bit edition of the Windows operating system then you should take advantage of running GROME (64 bit), every bit of extra memory helps (no pun intended). If you need to work with very detailed scenes you should opt for this work environment as it will pay off in terms of swap times. These examples are created using the 32-bit edition which look identical. Let's get started.

  1. Launch GROME 3.1, when greeted with the quick start dialog click on the Create a new project button.

  2. You'll see a New Scene dialog like the following screenshot. Since we want to get started creating our volcano lair we'll call our project volcano_lair. You'll notice a number of icons grouped under Project Type, the type determines what kind of features you can add to the project. For now we'll just select Complete Scene which is everything.

After a short moment you'll be presented with an, initially, intimidating interface and an empty scene.

Before you start to panic, the imposing interface buttons bordering the work area are common editor functions we'll be accessing from other parts of the interface. By default the GROME interface is arranged with the tablet user in mind. If your default view is split into four viewports you can change it to a single viewport through the OPTIONS menu. Select Preferences and set the viewports in the dialog as given in the following screenshot. Be sure to click on the Apply to All button to assign these settings to the current viewports.

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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