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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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Zones


Zones are containers for terrains, objects, masks, and roads, but importantly they define size and terrain resolution. Each one can have its own properties. This allows us to create landscapes with variable amounts of detail according to the needs of a game. You can create zones anywhere in the scene; they don't need to be contiguous. Creating very long narrow terrains that follow the length of a river are possible; an "on-rails" game that follows a long winding path does not have a huge regular terrain grid. However, for simple exporting to game engines it is best if we stick to a square arrangement, as game editors don't natively support asymmetric layouts.

The Zone toolbox tab is shown in the following screenshot:

We can create zones in several ways; the easiest is entering size parameters and using the mouse to define an area called the Active Creation Grid in the scene.

Click on the Zone button to activate the creation process. You'll see the scene divided by a grid (the scale...

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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