An Advanced Terrain and Megatexture

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Revision as of 16:00, 4 December 2007 by Hoffa (talk | contribs)
AdvMega Intro.jpg

This guide will show you step by step, on how to create a detailed Megatextured Terrain.

Introduction

For this tutorial you must:

  • Have a modelling package that can export as LWO 0r OBJ
  • Have basic modelling skills
  • Have basic mapping skills, as in A Simple First Map

This tutorial covers:

  • Steps to create a detailed terrain mesh.
  • How to assign the Megatexture
  • How to add the terrain mesh to a map
  • How to make a Megatexture
  • How to compile a Megatexture
  • How to add Water to a map

Programs used in this tutorial are:

  • Mudbox
  • World Machine
  • Lightwave
  • Maya (only used briefly)

Other similar programs can be used instead of these, but wont be covered in this tutorial.

This tutorial does not cover in detail:

  • How to use Mudbox / ZBrush / World Machine / Blender / Lightwave / Maya / 3DSMax


If you already have a terrain mesh, and do not want to use Mudbox and World Machine, skip to Prepare Terrain for Megatexture .


Mudbox: Shape the Terrain

Mudbox Layers

These are the basic steps for sculpting a terrain in Mudbox.

  • Create a plane, and subdivide (but still keep a low tessellation).
  • Change any tools you use to have the edit Direction set to Y axis.
  • Create a new Layer, and sculpt the rough layout for the terrain.
  • Subdivide again to as detailed as you want (or can).
  • Create another layer, and sculpt more details into the terrain.
  • Export to OBJ.




Convert Mesh to Heightmap

This step is needed if you want to import your current terrain mesh into World Machine.

  • Firstly, rotate the terrain mesh. In Lightwave, rotate -90° around the X axis. For 3ds Max & Maya, rotate +90° around the X axis.
  • Cap any holes in the mesh, and triangulate. Using a machine with an nVidia graphics card, run the following command in the ETQW console to get the heightmap (where [model] is pointing to the relative path of the .lwo, .obj or .ase mesh):
RenderBumpFlat –floatHeightmap -size 2048 2048 [model]
  • An .r32 (raw 32-bit) heightmap will be saved into the same folder as your model, and this heightmap can be used in World Machine.


World Machine: Adding Flow

Prepare Terrain for Megatexture

Set up the Map

Construct the Megatexture

Detail Textures

Compile the Megatexture

Stamps

Add Water