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This chapter provides an in-depth exploration of terrains in outdoor game environments, emphasizing topography models and ground cover textures. It discusses the fundamental concepts of terrain tiles, fidelity, spread, and player freedom within these environments. Learn how to obtain terrain data from sources such as the U.S. Geological Survey and work with various formats like Digital Elevation Models. The chapter also covers practical aspects of terrain modeling, height maps, and applying realistic terrain cover textures. Enhance your game design skills with hands-on labs using terrain editing tools.
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3D Game Programming All in One • By Kenneth C. Finney
Terrains • For outdoor game environments • Terrain is a topography model combined with ground cover textures
Terrains • Terrains Explained • Tiles are the basic terrain unit • Terrain tiles are a collection of polygons, like any other 3D model
Terrains • Terrains Explained • Fidelity : accuracy of terrain • Spread : uniqueness of terrain areas, related to tile repetition • Freedom : ability of player characters to move within the terrain
Terrains • Terrains Explained • Terrain Data can be obtained from • U.S. Geological Survey • Formats: • Digital Elevation Model (DEM) • Digital Terrain Model (DTM) • Spatial Data Transfer Standard (SDTS)
Terrains • Terrain Modeling • External modeling method: terrain as another object in the game world • Internal method: game engine contains specialized terrain rendering code
Terrains • Height Maps • Grayscale images (8 bits per pixel) that represent terrain • Similar to topographical maps • Resolution is an issue (leads to either small tiles, or poor fidelity)
Terrains • Terrain Cover • Textures used to represent soil types, flora, debris, and litter • Grass, Flowers, Dirt, Pebbles • Rocks, Trash, Litter, Pavement • Concrete, Moss, Sand, Stone
Terrains • Tiling • Issues similar to those found in structure textures • seamless transitions • appropriate lighting
Terrains • Lab 1: Terrain • Use paint program to create height map from a contour map • Mathematically determine required image sizes • Use the Terraform Editor to add height map game world
Terrains • Applying Terrain Cover • Cover textures look best when created for tiling • Use grid textures to assist with sizing and sight lines • Paint terrain using the built-in Torque Terrain Texture Painter
Terrains • Lab 2: Terrain Cover • Use images to create terrain cover • Use the Terrain Texture Painter to apply terrain cover • Add terrain cover (materials) to available selection • Use guide images to apply cover
Summary • Terrain = topography + cover • Terrain characteristics: fidelity, spread, freedom • Source data: USGS (real world), maps, onsite measurement • Height-maps are like topographical maps • Adjust height-maps to match game world size