Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Create massive terrains and export them to the most popular game engines
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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Richard A. Hawley

Create massive terrains and export them to the most popular game engines
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Book Details

ISBN 139781849699396
Paperback162 pages

Book Description

Grome is an environmental modeling package that makes the creation and editing of large terrain areas an easy task. Grome has the ability to take huge datasets suitable for MMOs and simulations and this marks it as a welcome tool in a developer’s toolbox.

"Grome Terrain Modeling with Ogre3D, UDK, and Unity3D" shows you how to get to grips with this powerful terrain construction tool. This book walks you through how to create, edit, and export terrains to Unity3D, UDK, and Ogre3D.

"Grome Terrain Modeling with Ogre3D, UDK, and Unity3D" will guide you in creating new Grome terrain projects, splitting terrain into multiple zones, adding textures and ground features, and exporting your creations into a game engine.

You will be guided through the Grome toolset to create potentially massive procedurally generated fractal landscapes, adding multiple texture layers for different seasonal effects, and adding materials for performance enhancing lighting effects.

You will learn how to export your landscapes to the most common 3D engines; Unity3D (PC and mobile), UDK, and Ogre3D. It’s a powerful addition to any production pipeline if your game needs terrain.

Table of Contents

Chapter 1: Creating Virtual Landscapes
Describing a world in data
Texture sizes
The huge world problem
Planning our first project – the brief
Starting GROME
Summary
Chapter 2: GROME Workspace
Viewports
Workspace panel
Tools panel
Workflow/creation path
Zones
Example – volcano island
Summary
Chapter 3: Heightmaps
Modifier toolsets
Example – the Heightmap layer stack
Heightmap layer operations
Selection masks
Example – putting it together
Summary
Chapter 4: Textures and Lighting
Performance consideration for mobiles
Working with material layers
Assigning zones to a layer
Color textures
The texture toolset
Vertical texture mapping
Let it snow
The brush tools
The package browser
Decals
Summary
Chapter 5: Bring Me a Shrubbery
Exportability of vegetation
GROME detail objects and billboards
Summary
Chapter 6: Water, Rivers, and Roads
Water layers
Water toolset
Creating rivers
Roads
Summary
Chapter 7: Exporting to Unity, UDK, and Ogre 3D
Unity
Unreal Development Kit
Ogre3D
Summary

What You Will Learn

  • Start a new GROME project
  • Learn the caveats and tricks of terrain scale in game engines
  • Create heightmaps using procedural functions
  • Use masks and layers to combine effects
  • Paint textures and map them using simple rules
  • Create 3D meshes of heightmaps for mobile games
  • Export heightmaps and splat terrain for Unity3D
  • Export heightmaps and textures for UDK
  • Export Grome scenes for the Ogre3D Graphite engine

Authors

Table of Contents

Chapter 1: Creating Virtual Landscapes
Describing a world in data
Texture sizes
The huge world problem
Planning our first project – the brief
Starting GROME
Summary
Chapter 2: GROME Workspace
Viewports
Workspace panel
Tools panel
Workflow/creation path
Zones
Example – volcano island
Summary
Chapter 3: Heightmaps
Modifier toolsets
Example – the Heightmap layer stack
Heightmap layer operations
Selection masks
Example – putting it together
Summary
Chapter 4: Textures and Lighting
Performance consideration for mobiles
Working with material layers
Assigning zones to a layer
Color textures
The texture toolset
Vertical texture mapping
Let it snow
The brush tools
The package browser
Decals
Summary
Chapter 5: Bring Me a Shrubbery
Exportability of vegetation
GROME detail objects and billboards
Summary
Chapter 6: Water, Rivers, and Roads
Water layers
Water toolset
Creating rivers
Roads
Summary
Chapter 7: Exporting to Unity, UDK, and Ogre 3D
Unity
Unreal Development Kit
Ogre3D
Summary

Book Details

ISBN 139781849699396
Paperback162 pages
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