a basic tut and refer to for terrain files

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a basic tut and refer to for terrain files

Postby loa » 08-18-2006 07:35 AM

a friend of mine was looking in to making some terrains, but had a hard time understanding what everything does in the terrain file. so i made a sample explain what each thing means and does.

terrain_name "loa_pointe du huc"
terrain_creator "LOA"

;terrain values

water_height 30 ;default, if zero will take from mission


polytrn_colormap pont_c.tga ; your color picture

polytrn_detailmap Det_d1.tga ; grayscale base detail map

polytrn_detailmap_c1 loa_cany.tga ; red paint for this bump, this is for the _d1.tga which tells the game what bump map underlays the color map

polytrn_detailmap_c2 Det_dg1.tga ; green paint for this bump this is for the _d1.tga which tells the game what bump map underlays the color map

polytrn_detailmap_c3 Det_dsc5.tga ; blue paint for this bump this is for the _d1.tga which tells the game what bump map underlays the color map

polytrn_detailmap2 Det_d3d.tga ; grayscale distance base detail map

polytrn_detailmapdist Detdrt2b.tga ; default base detail map

polytrn_polydata pointe.cpt ; cpt heightmap

polytrn_tilestrip trntile10.tga ; same as MED road tiles no clue why its added

polytrn_charmap loa_50_m.pcx ; defines where certain sounds are made

polytrn_foliagemap loa_58_f.pcx ; defines which foliage goes where

polytrn_detailblendmap pont_d1.tga ; this is where the detail bump underlays named polytrn_detailmap_c1,c2,c3 paint this image red green blue for detail maps. allso add a alpha chanel and copy and paste your height map "grey scale" in to the alpha chanel and adjust the darkness or brightness of the alpha chanel to determine how bright the bump underlays show up on the terrain in game.

water_rgb 108,81,48 ;water rgb color based can be changed by mapper

water_murk 3.0 ;water murk "thickness" can be changed by mapper

polytrn_detaildensity 160

polytrn_sectorcount 8 ; How many sectors are defines in the polytrn_sectors below. Must be an even number. This number must match the number of sectors listed in the polytrn_sectors section.

polytrn_wrapx 0 ; 1 Means the defined rows will repeat in their entirety, one after the other; 0 means the last tile on each end left and right will be repeated infinitely.

polytrn_wrapy 1 ; 1 Means the defined columns will repeat in their entirety, one stacked on top of the other; 0 means that just the last tile on each end top and bottom will be repeated out to infinity.

polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y)

polytrn_sectors 0 0 0 0 1 4 4 4 ; width here must match above
polytrn_sectors 0 0 0 0 2 4 4 4
polytrn_sectors 0 0 0 0 2 4 4 4
polytrn_sectors 0 0 0 0 1 4 3 4
polytrn_sectors 0 0 0 0 2 4 4 4
polytrn_sectors 0 0 0 0 2 4 4 4
polytrn_sectors 0 0 0 0 1 3 3 4
polytrn_sectors 0 0 0 0 2 4 4 4

lock_topleft 0 1
lock_topright 1 1
lock_bottomleft 0 1
lock_bottomright 1 1



foliage
graphic mveg3.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 2 ; 0=match ground 1=50% blend 2=retain full color
color_upper 2 ; 0=match ground 1=50% blend 2=retain full color
match 254 ; match with up to four different colors in the foliagemap
attrib shadow
end

foliage
graphic mveg_b.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 2 ; 0=match ground 1=50% blend 2=retain full color
color_upper 2 ; 0=match ground 1=50% blend 2=retain full color
match 253 ; match with up to four different colors in the foliagemap
attrib shadow
end

foliage
graphic mveg_d.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 2 ; 0=match ground 1=50% blend 2=retain full color
color_upper 2 ; 0=match ground 1=50% blend 2=retain full color
match 255 ; match with up to four different colors in the foliagemap
attrib shadow
end

foliage
graphic loag1as.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 2 ; 0=match ground 1=50% blend 2=retain full color
color_upper 2 ; 0=match ground 1=50% blend 2=retain full color
match 0 ; match with up to four different colors in the foliagemap
attrib shadow

end


do not try to use this terrain cause its a coastal terrain and odds are your terrain will looked messed up, this is just a explanation of what they do....
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Postby BuLL » 08-18-2006 07:56 AM

Nice tut m8.Wish that had been available about 5 mnths back.lol.
Took me ages to suss out all those file meanings.I`m sure it`s going to be a great help & asset to any budding terrain makers.N1
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Postby PyscoFalc » 08-18-2006 08:17 AM

ty LOA this will help out alot
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Postby R8Bob » 08-19-2006 04:38 AM

more detail on

polytrn_detailmap & polytrn_detailmap2

these are voxel textures they are like specular/light maps/pixelshaders

if you split one of these voxel det textures into CMYK channels
youl notice each channel looks like complete diffrent bump map of terrain surface type

each of these channels effects the lighting of each polytrn_detailmap_c1,c2,c3 seprately

[you can notice the voxels more clear on mountain sides or if flying high or if you add a object to map with light atributes at night time]

ive only attempted to make 2 of these which i included in the R8Terrain pack "det_r8dt1.tga" and "det_r8dt2.tga"
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Postby loa » 08-21-2006 08:31 AM

heya r8bob, just down loaded your terrains this morning need to throw you a thumbs up realy like your style of terrain making, i never realy see many custom terrains much less those that are worth looking at but you have steped up and given the comunity some grade A terrains fine work.
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Postby R8Bob » 08-21-2006 11:30 AM

thanks :) , i created mini example on how the proccess of makeing voxels are don with a chart showing the relations between the other images used in the trn

voxel.zip this includes CMYK channels and example texture
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Postby loa » 08-21-2006 12:17 PM

sweet thanks man, i havent looked into this area yet glad some one else did. cant wait to get involved in this mess
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Postby BuLL » 08-21-2006 12:25 PM

N1 Bobster.Much appreciated bud;)
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