Go to start of metadata Overview This document provides an overview of creating terrain layers and painting them on the terrain in the Sandbox Editor. The creation of different terrain types works like the painting in layers in common 2D graphic design programs. In order to paint terrain, it is necessary to use different Sandbox components. Please refer to the Creating a New Level tutorial to prepare to use this tutorial.
|Country:||Saint Kitts and Nevis|
|Published (Last):||13 October 2007|
|PDF File Size:||13.47 Mb|
|ePub File Size:||13.20 Mb|
|Price:||Free* [*Free Regsitration Required]|
On a x2 level, the distance is 2 meters per vertex. So as you increase this multiplier, you are spreading out the vertices on the HM, and it is trading off its detail vs space covered. Pick the heightmap. Now you probably cannot see it, you will have to fly out to see more of the level, but eventually you will see something like this: Set Terrain Max Height What has happened here is that the XY dimensions are correct we set them to x But the Z value is too high.
Give it a low value of The top of the terrain will clip off, in the 3d viewport, but this is ok as we are about to re-import it again. What this is doing is setting the white point of the greyscale heightmap to a maximum of m in the engine.
See Painting Terrain for more information. Low Detail - This is what you see in the distance when looking at your terrain. It is based off of the colormap. High Detail - This is what you see close to the camera.
When you look at the floor, you will see nice high detail textures. The engine handles the transition between the two textures, based on distance from the camera. The Low Detail Texture First we will replace the low detail texture. This opens up a new window with a top down overview of the entire level. Click on the image with in the middle. If nothing happens, make sure you have highlighted it will show as grey when selected the tile by clicking on it.
You must make sure that the texture dimensions are the same as the tile resolution, otherwise it will produce an error. With the tile still selected, click Import and select your terrain texture created from WM.
Once selected, click Close on the Import tool and the terrain color will update. Fly up high and check the alignment of the colormap on the terrain. Is it rotated?
Does the snowy part follow the highest ridge in the map? If not rotate the image 90 degrees CW in Photoshop. Now your terrain should look something like this: You may notice the current output is too bright.
To darken, simply adjust the Colorizer node settings in WM. What makes a material a "terrain material" is the applied shader. You can only apply these materials to the terrain layers.
We will add two layers to the terrain texture. One to cover the flat areas grass. And another to deal with slopes rock faces. This will take you to the Material editor.
Now back in the terrain texture layers window, click the Assign Material button. This will apply that material to the terrain layer. Give a name to the terrain layer that represents the material applied to the layer, like Grass. This is only for your benefit when you come to painting with these layers later on. Now we will define some rules to this terrain layer. We will only change the Max Angle here to 30 degrees.
So when we come to paint with this layer later, it will not try to paint on any surface slope that is greater than 30 degrees. As this material was applied to the default terrain layer, this has now flooded the entire terrain with this material. As a good workflow practice, make sure to pick a generic texture such as grass or mud that will be seen everywhere, until you paint down the new texture you want in its place. Next we will add another Terrain Layer.
Click Add Layer in the control panel on the left. Assign the name Rock. Define the rules once again, but this time set the Min Angle to 30 degrees. So to recap Without overwriting each other. This is where we have access to paint the terrain layers we just created.
As you click between the two layers, you will notice the Slope Rules change between the different layers what we just set up. Since we created our low detail texture in WM we do not want this to happen. There are 3 ways to apply the terrain textures inside this tool. Paint High detail only. Paint Low detail only. Painting High detail Only This is the method we want to use as we do not want to paint the low detail texture, as this was created in WM the colormap. To achieve this, set the Hardness Slider down to 0.
Now you can paint down the terrain layer safely without overwriting the texture we imported from WM. Or if you just need to adjust the texture slightly, set the slider to something in-between 0 - 1 depending on how much you want to overwrite think opacity.
This has now obeyed The slope rules set down earlier. Only detail texture painted down. Click ok and it will generate the texture. Browse to the Others folder and add a SpawnPoint.
Place this inside the level on the terrain where you want the player to start.
Tutorials - CryENGINE 3
Creating a new map is very simple. Heightmap Resolution is the amount of pixels you want your heightmap to be Meters Per Unit is how many meters for every pixel of your heightmap do you want Larger your Meters Per Unit value and Heightmap Resolution will give you a large terrain size. If you set Meters Per Unit to a larger number, the more blockier and rougher your terrain will be. Basically you have to find the balance between the size and performance. In order to know this you will have to create a few terrains. I would recommend to create a few throw away test maps playing around with different Heightmap Resolutions and Meters Per Unit. You can also resize your terrain after you went through New Level creation.
CRYENGINE 3 TERRAIN TUTORIAL PDF
On a x2 level, the distance is 2 meters per vertex. So as you increase this multiplier, you are spreading out the vertices on the HM, and it is trading off its detail vs space covered. Pick the heightmap. Now you probably cannot see it, you will have to fly out to see more of the level, but eventually you will see something like this: Set Terrain Max Height What has happened here is that the XY dimensions are correct we set them to x
CryEngine 3 SDK: Creating and Generating Terrain
Thats something we really really need. Now, back in the Cryengihe Texture Layers tool, with our new layer selected, click Assign Material in the left column. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. It is useful for creating areas beneath, or inside the terrain of the level.
CryENGINE 3: Terrain Sculpting tutorial