![]() Texture map Prefix would need to be Q:\Terragen 2\Tutorial\Texture (again, because that’s how I happened to name the files when exporting from 元DT). In the walkthrough above, the Heightmap Prefix needs to be Q:\Terragen 2\Tutorial\Heightfield since that’s how I named the tiles when exporting. The Heightmap Prefix and Texture map Prefix refer to how you named the tile files when exporting from 元DT. You can edit it with a standard text editor if you’re reasonably fluent with XML. My template has an extra planet that serves as the ocean, with a radius 1000 meters larger than the actual planet. There’s nothing magical about that file… I just started with a simple TGD that works for my purposes and added a placeholder node called. ![]() World.ttgd serves as a template for generating the TGD file (the extra “t” stands for template). I do plan to have the program remember the last settings in an upcoming version. You probably have your files elsewhere, so you’ll have to edit those paths. I keep all of my TG2 stuff on a Q: drive. Just unzip the TiledTG2 folder somewhere convenient (e.g. ![]() The default settings on the next tab work fine Rinse and repeat for the Texture map (switch to the Texture map tab then press Ctrl-E) If necessary change the export format to TER files (I changed it permanently for me in the 元DT options menu) Select the checkbox Split map into tiles (mosaic map). Select the Heightfield tab and press Ctrl-E (Export the current tab). Now to export the files to a tile set that can be used in TG2. I won’t go into the details here, but there’s plenty of information on their website. There’s a ton of flexibility in 元DT to both modify how the maps are generated and to edit them after the fact. You will eventually end up with a heightmap something like this: Uncheck Use Light Map on the following screen to save some calculation timeĮnjoy the nicely animated progress screen while the heightmap is generated The defaults for the Attribute Map screen are fine The TiledTG2 utility will overlay the Texture Map on the Heightfield to give you a head start with terrain coloration. You must select the Attribute Map in order to also select the Texture Map Next kick off the Heightfield and Texture Map using the Calculation Wizard This is one of the main features that make 元DT great for my purposes… I can easily tweak the map at a very high level to resemble the game world my group has been adventuring in for years. The resulting Design Map can then be edited. There’s a 90 day trial (which I’m using ? )įeel free to tweak parameters on this screen, or just accept defaults: NOTE: The PRO version is needed to create a tile set. From what I have seen, such a large tile set will take a very long time to calculate. 元DT can create a tile set as large as 131,072×131,072. In this example, I’m creating a heightmap with a total size of 4096×4096, consisting of a 2×2 tile matrix with each tile 2048×2048. That would be useful if you’re doing an animation that begins high up and moves down to a close-up scene in a specific tile. One option I’ll most likely add early on is the ability to specify one tile to be loaded in TG2 at full resolution, with the other tiles are loaded at a lower resolution. I will be updating this program from time-to-time as my project moves along. You can also download the C# source code. Just unzip the folder containing the program and the file World.ttgd somewhere convenient (e.g. This post walks through how to use that utility. Since I don’t like tedium and I can program, I went ahead and wrote a quick-and-dirty utility to create a TDG appropriate for the 元DT tile set in question. The trouble is, if you have a significant number of tiles, it’s pretty tedious to setup the TG2 nodes correctly. These individual tiles can then be mapped in to TG2 with one Heightfield Shader per tile. 元DT lets you generate very large heightmaps by working on one part at a time in memory and writing the other parts out to disk as a tile set. TG2’s ability to add fractal detail and perform photorealistic rendering will provide all I need for the game. I’m working on a planet-scale project for a D
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