Grome terrain modeling with Ogre3D, UDK, and Unity3D :: create massive terrains and export them to the most popular game engines /
This 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...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Pub.,
2013.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This 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. |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (iv, 149 pages) : illustrations. |
ISBN: | 9781849699402 1849699402 1299261302 9781299261303 |
Internformat
MARC
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245 | 1 | 0 | |a Grome terrain modeling with Ogre3D, UDK, and Unity3D : |b create massive terrains and export them to the most popular game engines / |c Richard A. Hawley. |
260 | |a Birmingham : |b Packt Pub., |c 2013. | ||
300 | |a 1 online resource (iv, 149 pages) : |b illustrations. | ||
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338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a Community experience distilled | |
500 | |a Includes index. | ||
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505 | 0 | |a Cover; 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 | |
505 | 8 | |a Example -- 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 | |
505 | 8 | |a Now 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 | |
505 | 8 | |a Chapter 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 | |
505 | 8 | |a Adjust 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 | |
520 | |a This 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. | ||
546 | |a English. | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn841170292 |
---|---|
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adam_text | |
any_adam_object | |
author | Hawley, Richard A. (Computer programmer) |
author_GND | http://id.loc.gov/authorities/names/no2015059688 |
author_facet | Hawley, Richard A. (Computer programmer) |
author_role | |
author_sort | Hawley, Richard A. (Computer programmer) |
author_variant | r a h ra rah |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 H39 2013eb |
callnumber-search | QA76.76.C672 H39 2013eb |
callnumber-sort | QA 276.76 C672 H39 42013EB |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; 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 Example -- 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 Now 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 Chapter 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 Adjust 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 |
ctrlnum | (OCoLC)841170292 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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language | English |
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series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Hawley, Richard A. (Computer programmer) https://id.oclc.org/worldcat/entity/E39PCjymTdMTq7qc46FBph3GBK http://id.loc.gov/authorities/names/no2015059688 Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / Richard A. Hawley. Birmingham : Packt Pub., 2013. 1 online resource (iv, 149 pages) : illustrations. text txt rdacontent computer c rdamedia online resource cr rdacarrier Community experience distilled Includes index. Print version record. Cover; 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 Example -- 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 Now 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 Chapter 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 Adjust 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 This 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. English. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. GAMES Board. bisacsh Video games Programming fast has work: Grome terrain modeling with Ogre3D, UDK, and Unity3D (Text) https://id.oclc.org/worldcat/entity/E39PCFTPjJc9YXx8w3fWrDVwG3 https://id.oclc.org/worldcat/ontology/hasWork 1-84969-939-9 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=548250 Volltext |
spellingShingle | Hawley, Richard A. (Computer programmer) Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / Community experience distilled. Cover; 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 Example -- 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 Now 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 Chapter 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 Adjust 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 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. GAMES Board. bisacsh Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / |
title_auth | Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / |
title_exact_search | Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / |
title_full | Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / Richard A. Hawley. |
title_fullStr | Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / Richard A. Hawley. |
title_full_unstemmed | Grome terrain modeling with Ogre3D, UDK, and Unity3D : create massive terrains and export them to the most popular game engines / Richard A. Hawley. |
title_short | Grome terrain modeling with Ogre3D, UDK, and Unity3D : |
title_sort | grome terrain modeling with ogre3d udk and unity3d create massive terrains and export them to the most popular game engines |
title_sub | create massive terrains and export them to the most popular game engines / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. GAMES Board. bisacsh Video games Programming fast |
topic_facet | Video games Programming. Jeux vidéo Programmation. GAMES Board. Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=548250 |
work_keys_str_mv | AT hawleyricharda grometerrainmodelingwithogre3dudkandunity3dcreatemassiveterrainsandexportthemtothemostpopulargameengines |