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Terrain Terraform.ppt

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					Terrain Terraform
            Editor
             F11+F7
Introduction
   In this section, we will observe how to use the
    Torque Game Engine to create terrains for
    the mission
   The first part will deal with the important
    aspects of the Terrain Editor in the
    Terraformer Preview Window
   The second part will deal with all the filters
    and operations you can do to edit your terrain
    which is in the Terraformer Operations and
    Filters
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                 written by Pisal Setthawong, 2009.
Terraformer Preview Window
   Center Marker is the point in the center of the map
    in which we can observe because of the + symbol in
    the map
   FOV (Field of Vision) Marker dictates what part of
    the map you can see which is symbolized by the V
   Boundary Marks marks the boundary of the whole
    mission
   Heightmap Image displays the terrain in an image



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                  written by Pisal Setthawong, 2009.
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written by Pisal Setthawong, 2009.
Terraformer Operations
   In addition to manually editing your terrain,
    you can use one of the various terraformer
    operations to change your mission’s terrain
   You can apply numerous operations on each
    other to create a more detailed terrain




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                 written by Pisal Setthawong, 2009.
General
   General is the tab that dictates the important
    default options and factors of the stage
       Min Terrain Height
       Height Range
       Water Level
   All operators are affected by the settings in
    the general tab


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                    written by Pisal Setthawong, 2009.
Terraformer Operations Tree
Generator
   fBm Fractal (The Random fractional Brownian
    motion generator) is a simple terrain generator
   Rigid MultiFractal is another Terrrain generation
    operation that tries to create rigid terrain
   Canyon Fractal creates terrain that looks like
    canyons
   Sinus uses the sin and cos function to create noise
    to the terrain



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                   written by Pisal Setthawong, 2009.
Terraformer Operations Tree
Generator
   Bitmap allows the developer to create a
    Heightmap to generate the map
   Black is low, White is high
   required format (png file, size 256x256)




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                 written by Pisal Setthawong, 2009.
Terraform Operations Tree
Filter
   To additionally tweak the generated terrain,
    you can apply filters to slightly tweak the
    terrain




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                 written by Pisal Setthawong, 2009.
Terraform Operations Tree
Filter
   Turbulence adds turbulence to the Terrain
   Smoothing smooth the terrain by making
    less contrast between close terrain
   Smooth Water apply the smoothing filter if
    the terrain is below the water level
   Smooth Ridges/Valleys applies smoothing
    to the area between the water level
   Filter allows the developer to create a filter to
    influence the height of the terrain
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                  written by Pisal Setthawong, 2009.
Terraform Operations Tree
Filter
   Thermal Erosion applies the eroding filter to
    rapidly remove the material from the sloped
    area of your terrain
   Hydraulic Erosion a weaker filter than
    thermal erosion
   Blend combines two existing operations via a
    set of mathematic operations


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                 written by Pisal Setthawong, 2009.
Options and Tweaks
   In this section, important options and tweaks
    are explained




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                 written by Pisal Setthawong, 2009.
General Base options
   Min Terrain Height [0-500] sets the lowest
    possible height in the map for the terrain
    generator
   Height Range [5-500] how much higher than
    the min terrain height that the generator can
    create. The Max Terrain can be found by the
    following equation:
        Max Terrain =Min Terrain + Height Range



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                 written by Pisal Setthawong, 2009.
General Base options
   Water Level is used to define the water level
    that is calculated in the operators and filters
       The water level does not create water!
   Center on Camera allows the developer to
    center the map at the position of the player




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                   written by Pisal Setthawong, 2009.
fBm Fractal Generator options
   Hill Frequency [1 - 24] – indirectly determines the amount of
    hills generated
   Roughness [0.0 – 1.0] lower values will generate more round
    hills
   Detail [Very Low – Very High] with a higher value, jagged peaks
    form more regularly
   Random Seed is a value used to determine the sequence of
    number generated by the random number generator
   New Seed will create a new seed value which will random a new
    value
     For changes you need to also apply the filter with the new seed
        value


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                      written by Pisal Setthawong, 2009.
Rigid MultiFractal Generator
options
   Options are the same as fBm Fractal
    Generator options but uses a different
    algorithm




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                written by Pisal Setthawong, 2009.
Canyon Fractal Generator
   Canyon Frequency [4 - 10] determines the
    amount of canyon created in the stage
   Chaos [0.0 – 1.0] determines how straight
    (lower value) or twsiting the canyon is
   Random Seed
   New Seed



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                written by Pisal Setthawong, 2009.
Sinus Generator Options
   Scale [on-off] if the control point is at the
    bottom, the scale is off
   Random Seed
   New Seed
   Control Points you can define how many
    control points for your filter in which more
    control points adds more details


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                  written by Pisal Setthawong, 2009.
Turbulence Filter Options
   Turbulence Factor [0.0-1.0] determines the
    strength of action in which lower values
    means less displacement and less variation
    in height, whereas higher values means more
    vigorous swirling and modifications to height
   Radius of Effect [1-40] determines the filter
    size


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                written by Pisal Setthawong, 2009.
Smoothing/ Water/
Ridges/Valleys Filter Options
   Iterations [0-40] determines the number of
    passes
   Aggressiveness [0.0-1.0] determines how
    much material would be affected per pass




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                written by Pisal Setthawong, 2009.
Filter Filter Options
   Scale – determines how much to increase
    proportionally based on terrain in the terrain
    height of each control point
   Control points – each control point
    correspond to a specific height which is
    figured by the number of control points by the
    height difference
       E.g. if there is 100 height different and 5 control
        points then each of the control point will
        correspond
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                     written by Pisal Setthawong, 2009.
Thermal Erosion Filter Options
   Iterations [0-50]
   Min Erosion Slope [0.0-89.0 degrees]
    determines the cut-off slope value, in which
    values under the degree stated would not be
    affected
   Material Loss [0-100] determines the
    amount of material that is removed


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                written by Pisal Setthawong, 2009.
Hydraulic Erosion
   Iterations [0-50] determines the number of
    erosion passes




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                 written by Pisal Setthawong, 2009.
Blend Filter Options
   Factor [0.0-1.0] determines how much of the
    two source would be used, where 0 would
    dictate all from sourceA and 1 would dictate
    all from source B
   Source B: You can determine which is
    source B to blend here
   Operations – are the different types of
    operations allowed: Add, Subtract, Max, Min,
    and Multiply
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                written by Pisal Setthawong, 2009.
Terrain Texture Editor
                 F11+F8
Introduction
   This section outlines the way you can paint
    your terrain using the terrain editor
   You can paint the terrain in an algorithm way
    by the following methods:
       Fractal Distortion [Base Filter]
       Place by Fractal
       Place by Height
       Place by Slope
       Place by Water Level
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                     written by Pisal Setthawong, 2009.
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written by Pisal Setthawong, 2009.
Terrain Texture Editor
Operations
   Fractal Distortion [Base Filter]
       Paints the terrain in a random way by using a base filter
   Place by Fractal
       Paints the terrain by using fractal based math
   Place by Height
       Placement is determined by the height and the control
        points
   Place by Slope
       Similar to height but is determined by the less steep/steep
        terrain
   Place by Water Level
       Allows to paint bellow the water level in the general options

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                       written by Pisal Setthawong, 2009.
Hand Painting
   For more detailed work, you might want to try
    using the Terrain Texture Painter to
    manually draw on the terrain




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                 written by Pisal Setthawong, 2009.

				
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