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

Exportability of vegetation


Vegetation data does not translate well to Unity and UDK, there's no easy way to move it unless they are using GROME's native Graphite engine (such as the Ogre3D Graphite rendering module).

The most practical method of transferring vegetation coverage to Unity and UDK is through the use of coverage masks. GROME uses masks to populate vegetation within zones and these are saved as image files by several of the built-in exporters.

These masks can (with some effort) be imported into Unity and UDK but this presents practical editing issues should we need to perform any fine-tuning to the game map. Once a bulk transfer of vegetation data has been completed, any edits later on become more difficult to integrate, especially if it's required to reimport everything, potentially losing many hours of work. For this reason I usually recommend using Unity or UDKs built-in vegetation tools from this point onward but there are no hard-and-fast rules.

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