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

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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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Roads


These are sometimes and perhaps more accurately described as "spline" objects. Splines are curves defined by a set of control points.

Generally, these objects are difficult to export to other game engines. The COLLADA file exporter can save roads as 3D models, saving the triangulated mesh as model sections. The GROME plugin SDK exposes all necessary functions to get at them. Because we can't easily export spline objects as roads or models to other game engines, all we can do is quickly cover how to use them in GROME but we won't be using them later except as a guide for painting.

To find the Road tool we need to click on the World tab on the toolbar panel. Currently there's only one set of tools (Roads), the options are shown in the following screenshot:

World Editor projects are self-contained and can be used without a terrain surface. But when working with terrain surfaces GROME provides special layers for linking roads to the ground.

Create tool

Before we can create a road there's one...

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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