Terrain creation


(Donpedro) #1

Hi
I have 2 questions:

  1. Workin order: First i create the terrain and then “working” in radiant? Or first i create the buildings and import it to easygen?
    2.Which terrain creation mode is the easier or better: with easygen modifiers, or with alphamap?
    Thx for the answers

(d3coy) #2

By hand… better to make every little brush for your terrain… so much more control!!!


(Igloo) #3

I don’t know much about terrain… but for ex. you can make some building walls, add terrain, make the map bigger, and again adding brushes and more terrain effects. Chr1s would know everything about it (Wolken :stuck_out_tongue: ).

Greetings,
Igloo


(Donpedro) #4

And if i created the brushes of the terrain, then how to texture “nice” like in easygen terrains (i thought the texture fades and blending)? And will it cost a lot of time? :stuck_out_tongue:


(d3coy) #5

if you are going to use easygen for your terrain, then i would recommend building your buildings… use DUMMY brushes to mark how you want the levels to change as far as terrain elevation… once you have the structure of the map done… remove the dummy brushes and import… this will make it easier to make the terrain and also to paint it the way you like.


(Donpedro) #6

What is dummy brush? :?


(Donpedro) #7

And can you recommend me a tutorial about hand-made terrain and its texturing? :roll:


(kamikazee) #8

A simple square brush which is only used to mark levels and is removed when it’s no longer necessary.


(d3coy) #9

A simple square brush which is only used to mark levels and is removed when it’s no longer necessary.[/quote]

Correct… just a simple brush that shows the slope of terrain areas…

A good place to start with terrain is here:

http://simland.planetquake.gamespy.com/pages/articles/terrain1_1.htm


(Donpedro) #10

Thank you :slight_smile:


(Donpedro) #11

I can’t download the example map of the tutorial :frowning:


(S14Y3R) #12

I’m bored so I threw some pics in.

Depending on the size of the terrain you want, you might be better off starting with a rough alphamap to import to easygen. Or you can just start creating and output an alphamap of what you create.

I like that you can exclude brushes from export from easygen.

eg. with your rough terrain

you can get an idea of where you want your buildings. So in radiant you place “dummy” brushes to import to easygen for a rough idea.

Once you know where your buildings will be you can exlude those areas

This way you can still tweak your terrain and not have to delete 300 brushes everytime you export.

Then once your buildings are further along, you can import those to easygen for “final” tweaking.(door heights, etc)

Usually anytime your importing a map to Easygen its only for reference.

For smaller terrains a brush by brush build can yeild better looking results, but its nice to be able to use Easygen’s modifiers. :slight_smile: Any kind of outcropping or overhanging cliff needs to be built by hand, because easygen is limited to “steep” hills. Nothing vertical.

Texturing your terrain is a whole other can of worms. Especially if you want the best looking dotproduct alpha blending. :wink: But once your terrain is built you can texture it however :stuck_out_tongue:


(Donpedro) #13

Thx Slayer for the pics and the tips :slight_smile:


(Loffy) #14

Gj S14Y3R
//L.


(Donpedro) #15

I have a problem with dotproduct texturing. I wrote these shaders following the tutorial:

textures/dor/lofasz
{
      q3map_nonplanar
   q3map_shadeAngle 120
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
	q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
{
      map textures/ammo/snow_var02.tga	// Primary texture
      rgbGen identity
   }
   {
      map textures/ammo/snow_muddy.tga	// Secondary
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      alphaFunc GE128
      rgbGen identity
      alphaGen vertex
   }
	{
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
	}
}
textures/dor/lofasz2
{
      q3map_nonplanar
   q3map_shadeAngle 120
	q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
	q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
{
      map textures/ammo/road_dirty_gravel_a.tga	// Primary texture
      rgbGen identity
   }
   {
      map textures/ammo/sand_dirt_medium_a.tga	// Secondary
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      alphaFunc GE128
      rgbGen identity
      alphaGen vertex
   }
	{
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
	}
}

I copied the original textures, and created the alphachannels following the tutorials :smiley: And i dont have the proper result, like a simple texure alone :frowning: Maybe the alpha channel is bad?


(Donpedro) #16

For example if i use the second shader i can see like brown shit (sorry) in the primary texture in little patches.