Difference between revisions of "Creating a simple terrain"

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(Made this a more detailed step-by-step process rather than a solid paragraph.)
 
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{{First etqwmap toc}}
 
{{First etqwmap toc}}
Lets add a simple, flat terrain so we have something to drive and run around on. It is possible to export geometry from within editworld as a model format, making it editable in a 3d package if you wish.
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For now a flat terrain is fine to drive and run around on. The example map already has a flat terrain set up. The terrain mesh was added to a map via the [[Terrain Editor]]. Here's how...
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* Open the Terrain Editor inspector ({{accelkey|SHIFT}}{{accelkey|N}})
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* Right-click ({{accelbtn|RMB}}) on the empty field on the left side, and choose ''New > Tree...''
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* Select the new ''Root'' node. Scroll down the property list on the right until you find the "Model" field.
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* Browse to the following terrain model: {{filename|models/terrain/sdk/etqwmap.lwo}}.
  
=Setting up the megatexture=
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Some guidelines on making your own terrain model can be found on [[Terrain|here]].
 
 
For now we will use the area22 megatexture assets for the etqwmap. Copy the following file and rename it to etqwmap_*.
 
*{{filename|megatextures/area22_lit.mega}}
 
 
 
=Adding a simple terrain mesh=
 
 
 
# Duplicate the floor brush and adjust its size to a 32768 unit square.
 
# Convert the brush to a patch and by using the primitives inspector, change its subdivisions to 32 by 32.
 
# Using the texture editor, adjust the bounds so it matches the megatexture preview image 1 to 1. You may need to click the y-axis flip
 
# Using the surfaces inspector apply the material megatextures/etqwmap.
 
# Adjust the height of the patch in the side or front viewport so it sits at 0, then export the mesh to models/terrain/yourmapname.obj.
 
# Now that we have saved our model. Lets import it as an ETQW terrain. In the terrain inspector right click and add new tree. Pick your terrain model. You should see it appear at 0,0,0. The terrain can be hidden by using the fourth button in the terrain toolbar [[Image:Toolbar terrain.jpg]] and the wireframe can be toggled with the first button.
 
Although this terrain doesn’t represent the final polycount or appearance of a regular terrain it is fine for now. Creating a regular terrain mesh is covered in this tutorial.
 
  
 
[[Category:Basic Level Design]]
 
[[Category:Basic Level Design]]

Latest revision as of 11:38, 26 November 2007

An Advanced Map
1. Introduction and goals of the tutorial
2. Necessary map declarations
3. Caulk hull
4. Creating a simple terrain
5. Adding an atmosphere
6. Adding player spawns
7. Adding base structures
8. Adding base vehicles
9. Creating a constructible Bridge
10. Adding an MCP escort objective
11. Adding a Shield Generator hack objective
12. Creating a destructible objective
13. Adding Objective spawns and vehicles
14. Info Objectives
15. Deployzones
16. Playzones
17. Masks
18. Barebones Map script
19. Creating a command map
20. Levelshot

For now a flat terrain is fine to drive and run around on. The example map already has a flat terrain set up. The terrain mesh was added to a map via the Terrain Editor. Here's how...

  • Open the Terrain Editor inspector (SHIFTN)
  • Right-click (RMB) on the empty field on the left side, and choose New > Tree...
  • Select the new Root node. Scroll down the property list on the right until you find the "Model" field.
  • Browse to the following terrain model: models/terrain/sdk/etqwmap.lwo.

Some guidelines on making your own terrain model can be found on here.