Snow mountain modelling ...

ahmadi

03-09-2006 19:41:03

Hi :D
i need to make this map (game level) :
{
a big terrain that have some mountains, some of mountains have snow on top of their. and in bottom of these mountains is grass. it mean that the top of my mountain must be white (snow) and in bottom must be green(grass) texture. and beetwen top and bottom i must morph all texture.
also i have some structures and buildings and ... over terrain. all is static mesh.
also an important thing is that i have some roads on my terrain.
it mean that i can not use ogre terrain !!!
}
some guys say me that i can create this map in 3dsmax, but they are not sure that i can do it with UVW Map (texture coordinate), and i must use some things else.
now i have two question :
1.is it possible that i use UVW mapping for this situation ? (if yes, then i know that i can use OFusion to export it to ogre. the say how can i do it with UVW )
2.if you know any way or a better method that i can create my map and you are really sure that i can export with oFusion(because i want use in ogre3d) , please say me ?

im forget to say , im using 3dsmax 7 +service pack 1 + some plugins
Pre Thanks for any help.

tgraupmann2

03-09-2006 19:51:05

I'd recommend watching these three videos:
http://content11.luxology.com/event/200 ... PH2006.zip
http://content11.luxology.com/event/200 ... PH2006.zip
http://content11.luxology.com/event/200 ... PH2006.zip

With that I'd recommend using Blender.
http://www.blender.org/cms/Home.2.0.html

You'll also want the Ogre exporter:
http://www.ogre3d.org/phpBB2/viewtopic. ... sc&start=0

Lioric

04-09-2006 17:02:37

With UVW Map, do you mean using "heightmaps" (UV)?

There are many different techniques that can be used, heightmap is very good for this, the terrain in this screenshots uses it










If this is what you need, then you can use Ogre Terrain if you want, or use a static mesh, but this depends on your needs

Other objects can be positioned on the level, even if you use the Terrain Scene Manager or with a static mesh

All this can be exported with oFusion for use in your application

ahmadi

04-09-2006 20:03:50

Lioric,after that i saw your screenshots now im crazy . :shock: :shock:
you surprize me with your screenshots. :shock:

ok, i want do a same work such as your last screenshot(seems to be such as FarCry game). but with higher mountain .

With UVW Map, do you mean using "heightmaps" (UV)?
3dsmax-->Modifier list-->UVW map
also i dont know what is heightmaps in 3dsmax!! :shock:


There are many different techniques that can be used, heightmap is very good for this, the terrain in this screenshots uses it
...
If this is what you need, then you can use Ogre Terrain if you want, or use a static mesh, but this depends on your needs

Other objects can be positioned on the level, even if you use the Terrain Scene Manager or with a static mesh
All this can be exported with oFusion for use in your application

i dont want use Ogre Terrain, and static mesh is good for me.
please say me how can i do same work as your last screenshot?

Lioric

05-09-2006 22:47:38

For the terrain of the screenshot, is been used two images files, the first is a heightmap image that is applied to the plane (the terrain is a plane grid) with the "Displace" modifier, this image contains all the terrain information, such as elevations and roads, so the "terrain" is painted in this image (not the terrain color diffuse or texture, but the heights)

Then a color map image is used for the "texture" of the terrain, that is applied as a regular texture to provide the color and material of all the terrain, in this map its included the roads and elevations color and textures

ahmadi

05-09-2006 23:14:16

For the terrain of the screenshot, is been used two images files, the first is a heightmap image that is applied to the plane (the terrain is a plane grid) with the "Displace" modifier, this image contains all the terrain information, such as elevations and roads, so the "terrain" is painted in this image (not the terrain color diffuse or texture, but the heights)

Then a color map image is used for the "texture" of the terrain, that is applied as a regular texture to provide the color and material of all the terrain, in this map its included the roads and elevations color and textures

im undertand what you want say, but....
i really need an example, please

ahmadi

08-09-2006 14:23:11

Lioric, Ok, im success to make a terrain with 2 blend texture as you said, you can see a tutorial about it here:
http://www.delta3d.org/article.php?stor ... =tutorials

3dsmax blend accept 2 texture for blending (for example i can use grass and dirt) but here i have more than 2 textures i have about 5 textures that i want blend together.
also my mountain quality must be more than 0..255 ,!!! you can see some of my mountains that must be at end, in bottom URL:

http://geomorph.sourceforge.net/povray/ ... ovray.html

Thanks for your help.

Lioric

08-09-2006 16:50:08

You will need a "multi layer" type of material, there are several free terrain creators in max that you can supply the heightmap and the texture layers with their altitude so they will be blended on a height based

There are free terrain material creators that create terrain textures, even with shadows

You can paint the texture in photoshop/gimp and add all the layers you want

There are several free terrain creation applications that can create the heightmap and the texture map with all the materials blended to your needs

You have several options, its your decision what you will use based on your needs


The images are not showing in that link, but with [0, 255] range you will have more resolution that you will normally need, add more polygons to increase the mesh resolution, or use a normal map to create a high resolution details, or use a fractal terrain mesh generator

Evak

08-09-2006 21:20:38

Another useful place to look is at http://www.ogre3d.org/wiki/index.php/Materials

the simple transtition material shows you how to mask between two tiling terrain textures using an extended alpha blendmode. As well as explaining how texture alpha splatting works.