LEADER 04995nam 2200613 a 450 001 9910465382603321 005 20200520144314.0 010 $a1-299-26130-2 010 $a1-84969-940-2 035 $a(CKB)2560000000098647 035 $a(EBL)1140133 035 $a(OCoLC)830162820 035 $a(SSID)ssj0000971293 035 $a(PQKBManifestationID)11630219 035 $a(PQKBTitleCode)TC0000971293 035 $a(PQKBWorkID)10939502 035 $a(PQKB)11005986 035 $a(MiAaPQ)EBC1140133 035 $a(PPN)228034981 035 $a(Au-PeEL)EBL1140133 035 $a(CaPaEBR)ebr10672340 035 $a(CaONFJC)MIL457380 035 $a(EXLCZ)992560000000098647 100 $a20130320d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGrome terrain modeling with Ogre3D, UDK, and Unity3D$b[electronic resource] $ecreate massive terrains and export them to the most popular game engines /$fRichard A. Hawley 210 $aBirmingham $cPackt Pub.$d2013 215 $a1 online resource (162 p.) 225 1 $aCommunity experience distilled 300 $aIncludes index. 311 $a1-84969-939-9 327 $aCover; Preface; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Chapter 1: Creating Virtual Landscapes; Describing a world in data; Heightmaps are common ground; Texture sizes; The huge world problem; Floating point precision; Depth buffer precision; Planning our first project - the brief; Starting GROME; Summary; Chapter 2: GROME Workspace; Viewports; Selecting objects; Workspace panel; Workspace tab; Scene tab; Layer stack; Layer type selector; Selection filter; Tools panel; Workflow/creation path; Zones; Know the dimensions; Zone splitter 327 $aExample - volcano islandSplitting zones; Creating a simple procedural heightmap; Summary; Chapter 3: Heightmaps; Modifier toolsets; Heightmap toolset; Elevation; SurfInfo; Erosion and FLErosion; HmapImport; Resampler; HSmooth; HmapStamp; ObjLevel; Simplify; Heightmap Brush toolset; Elevation; Smudge; Smooth; Clone; Fractals, Hills, Mountains, and Dunes; Procedural Heightmap toolset; PDeposition; FractalNoise and FractalDunes; Example - the Heightmap layer stack; Heightmap layer operations; Merging a heightmap; Flatten down; Selection masks; Example - putting it together; Our initial work plan 327 $aNow to apply the River featureBrushing the shoreline; Summary; Chapter 4: Textures and Lighting; Performance consideration for mobiles; Working with material layers; Assigning zones to a layer; Color textures; Ground holes; Masked textures; The texture toolset; ColorGen tool; Distribution Mask component; Layers and Layers in use; Shadowmap tool; MaskFilter tool; MaskGen tool; The Base layer; The 01 layer; Arm 02 Texture layer; Final Detail layer; All done; Vertical texture mapping; ColorBake tool; NormalMap tool; Let it snow; The brush tools; The package browser; Decals; Summary 327 $aChapter 5: Bring Me a ShrubberyExportability of vegetation; GROME detail objects and billboards; The Detail layer stack; Adding grass billboards; Adding 3D Object details; The Detail toolset; Brush tool; Mask tool; Procedural tools; 3D Objects in detail layers; Summary; Chapter 6: Water, Rivers, and Roads; Water layers; Creating a new water layer; Masks; Global settings; Waves; Coloring; Lighting; Shadows on water layers; Water toolset; Generator tool; Shoreline tool; Creating rivers; Creating a small stepped river feature; Roads; Create tool; Adding more roads to create a network 327 $aAdjust toolConfigure tool; Texturing the road; Real road data; Summary; Chapter 7: Exporting to Unity, UDK, and Ogre 3D; Unity; Desktop PC/Mac; Export RAW terrain; Exporting from GROME; Importing into Unity; Importing Unity Splatmaps; Convert texture to ARGBA32 format; Unity editor script to replace splatmaps; Mesh terrain export; Mesh export from GROME; Unreal Development Kit; GROME export plugin for UDK; Ogre3D; OgreGraphite engine; Exporting with GraphiTE; Compiling the code; Deleting zones; Going further - the edge of forever; Summary; Index 330 $aThis book is a practical guide with examples and clear steps to explain terrain modeling with Grome.If you're a developer or artist looking for a guide to walk you through GROME 3.1, then this book is for you. This book will help you from the first step to exporting a terrain as a workable art asset in a game engine 410 0$aCommunity experience distilled. 606 $aComputer games$xProgramming 608 $aElectronic books. 615 0$aComputer games$xProgramming. 676 $a794.8 700 $aHawley$b Richard A$0987578 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910465382603321 996 $aGrome terrain modeling with Ogre3D, UDK, and Unity3D$92257696 997 $aUNINA