mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-19 08:51:34 +00:00
136 lines
5.4 KiB
HTML
136 lines
5.4 KiB
HTML
|
<html>
|
|||
|
|
|||
|
<head>
|
|||
|
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
|
|||
|
<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
|
|||
|
<meta name="ProgId" content="FrontPage.Editor.Document">
|
|||
|
<title>Suggested GenSurf settings</title>
|
|||
|
</head>
|
|||
|
|
|||
|
<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
|
|||
|
|
|||
|
<b>
|
|||
|
<p align="center"><font size="5">Suggested GenSurf settings</font> (by Tab)</p>
|
|||
|
<div align="right">
|
|||
|
<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
|
|||
|
<tr>
|
|||
|
<td width="100%">
|
|||
|
|
|||
|
<b>
|
|||
|
<p>The General TAB:</p>
|
|||
|
</b>
|
|||
|
<blockquote>
|
|||
|
<blockquote>
|
|||
|
<font FACE="Symbol">
|
|||
|
<p><EFBFBD> </font>Select Quake 3 Arena under Game.</p>
|
|||
|
<font FACE="Symbol">
|
|||
|
<p><EFBFBD> </font>Select From Bitmap under Waveform. Of course, you may want to
|
|||
|
play around with some of the other wave forms. But bitmaps give you the
|
|||
|
greatest degree of control.</p>
|
|||
|
<font FACE="Symbol">
|
|||
|
<p><EFBFBD> </font>Orientation: as appropriate</p>
|
|||
|
<font FACE="Symbol">
|
|||
|
<p><EFBFBD> </font>If you don<6F>t want GenSurf to add any <20>noise<73> or
|
|||
|
randomization to the height of the mesh, set the Roughness to zero. The
|
|||
|
preview window gives you a good representation of what roughness does to
|
|||
|
your surface. The random seed changes the distribution of the noise. Adjust
|
|||
|
both fields accordingly.</p>
|
|||
|
</blockquote>
|
|||
|
</blockquote>
|
|||
|
<b>
|
|||
|
<p>The Extents TAB:</p>
|
|||
|
<p>Extents:</b> The extents of a map are the points on a map that define its
|
|||
|
lowermost t and leftmost corner and its uppermost and rightmost corner. They are
|
|||
|
given in terms of X, Y coordinates.</p>
|
|||
|
<blockquote>
|
|||
|
<blockquote>
|
|||
|
<font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Under Extents, you should chose number values that are even
|
|||
|
multiples of your number of Divisions so that the grid rectangles are all
|
|||
|
the same size (this produces better texturing results). It also makes extra
|
|||
|
work for the compiler. Furthermore, use the Extents to position the terrain
|
|||
|
entity on the map (XY only). You will want to make sure that the terrain
|
|||
|
locates exactly where you want it each time you revise it. Repositioning a
|
|||
|
terrain file can be time consuming.</p>
|
|||
|
<font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Set your X and Y divisions to equal the number of rows and
|
|||
|
columns of triangles you want. You may want to strongly consider playing
|
|||
|
with the numbers so that your triangle sides end up be large powers of two
|
|||
|
(64, 128, 256 units etc.).</p>
|
|||
|
<font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Do not check Use Bezier Patches.</p>
|
|||
|
<font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Do not Decimate (keep it set to 0%). The process that applies
|
|||
|
textures to the surfaces and blends textures between vertexes works best if
|
|||
|
the size of the triangles is consistent and constant.</p>
|
|||
|
</blockquote>
|
|||
|
</blockquote>
|
|||
|
<b>
|
|||
|
<p>The Bitmap TAB:</p>
|
|||
|
<blockquote>
|
|||
|
<blockquote>
|
|||
|
</b><font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Filename should point to the .bmp file you are using as a height
|
|||
|
map. Reload will bring in any changes you have made to the art file without
|
|||
|
having to restart the program.</p>
|
|||
|
<font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>GenSurf assigns an integer value to each of 256 shades of gray.
|
|||
|
The value is based on the position of the color in the palette. In a grayscale
|
|||
|
palette, the values typically range from 0 (black) to 255 (white). Map Color 0
|
|||
|
corresponds (usually) to the lowest point on the height map and Map Color 255
|
|||
|
to the highest. If you set Map Color 0 to 0 and Map Color 255 to 2048, each
|
|||
|
increase in color value adds 8 units to the height of the vertex. When you
|
|||
|
increase the difference between to the two values, the height changes are
|
|||
|
steeper. Decrease the difference and the height changes are more global. You
|
|||
|
can control the <20>Z<EFBFBD> location at which the terrain draws by adding any
|
|||
|
extra height above (or below) zero to the height values for both numbers.</p>
|
|||
|
</blockquote>
|
|||
|
</blockquote>
|
|||
|
<b>
|
|||
|
<p>The Fix Points TAB:</p>
|
|||
|
</b>
|
|||
|
<p>The general recommendation for this TAB is to leave it alone. You should
|
|||
|
either modify the height map or directly manipulate vertexes inside the
|
|||
|
Q3Radiant editor.</p>
|
|||
|
<b>
|
|||
|
<p>Texture TAB:</p>
|
|||
|
<blockquote>
|
|||
|
<blockquote>
|
|||
|
</b><font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Set the main texture to common/terrain. The <20>Steep<65> angle is
|
|||
|
irrelevant for terrain texture mapping.</p>
|
|||
|
<font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Make sure that the Use detail brushes setting is checked.</p>
|
|||
|
</blockquote>
|
|||
|
</blockquote>
|
|||
|
<p>Once you<6F>ve tweaked all your settings, do a Save as. If you make changes to
|
|||
|
the settings, consider saving again as a new file. It<49>s nice to have a back up
|
|||
|
if you screw things up.</p>
|
|||
|
<b>
|
|||
|
<p>GenSurf Tips</p>
|
|||
|
<blockquote>
|
|||
|
<blockquote>
|
|||
|
</b><font FACE="Symbol" SIZE="2">
|
|||
|
<p><EFBFBD> </font>Setting extents to correspond exactly with the desired map
|
|||
|
location is important. You want to be able to drop revised terrain into a map
|
|||
|
without a lot of repositioning.</p>
|
|||
|
</blockquote>
|
|||
|
</blockquote>
|
|||
|
|
|||
|
<p align="center"><a href="height_map_into_terrain_mesh.html">Back</a> - <a href="table_of_contents.html">Table
|
|||
|
of Contents</a> - <a href="manipulating_the_terrain_mesh.html">Manipulating the
|
|||
|
Terrain Mesh</a></p>
|
|||
|
|
|||
|
<p> </td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
</div>
|
|||
|
</b>
|
|||
|
|
|||
|
<p> </p>
|
|||
|
<p align="center">-11-</p>
|
|||
|
|
|||
|
</body>
|
|||
|
|
|||
|
</html>
|