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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
135 lines
5.4 KiB
HTML
135 lines
5.4 KiB
HTML
<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<title>Suggested GenSurf settings</title>
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</head>
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<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
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<b>
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<p align="center"><font size="5">Suggested GenSurf settings</font> (by Tab)</p>
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<div align="right">
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<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
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<tr>
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<td width="100%">
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<b>
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<p>The General TAB:</p>
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</b>
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<blockquote>
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<blockquote>
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<font FACE="Symbol">
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<p>· </font>Select Quake 3 Arena under Game.</p>
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<font FACE="Symbol">
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<p>· </font>Select From Bitmap under Waveform. Of course, you may want to
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play around with some of the other wave forms. But bitmaps give you the
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greatest degree of control.</p>
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<font FACE="Symbol">
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<p>· </font>Orientation: as appropriate</p>
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<font FACE="Symbol">
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<p>· </font>If you don’t want GenSurf to add any “noise” or
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randomization to the height of the mesh, set the Roughness to zero. The
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preview window gives you a good representation of what roughness does to
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your surface. The random seed changes the distribution of the noise. Adjust
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both fields accordingly.</p>
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</blockquote>
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</blockquote>
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<b>
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<p>The Extents TAB:</p>
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<p>Extents:</b> The extents of a map are the points on a map that define its
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lowermost t and leftmost corner and its uppermost and rightmost corner. They are
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given in terms of X, Y coordinates.</p>
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<blockquote>
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<blockquote>
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<font FACE="Symbol" SIZE="2">
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<p>· </font>Under Extents, you should chose number values that are even
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multiples of your number of Divisions so that the grid rectangles are all
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the same size (this produces better texturing results). It also makes extra
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work for the compiler. Furthermore, use the Extents to position the terrain
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entity on the map (XY only). You will want to make sure that the terrain
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locates exactly where you want it each time you revise it. Repositioning a
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terrain file can be time consuming.</p>
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<font FACE="Symbol" SIZE="2">
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<p>· </font>Set your X and Y divisions to equal the number of rows and
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columns of triangles you want. You may want to strongly consider playing
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with the numbers so that your triangle sides end up be large powers of two
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(64, 128, 256 units etc.).</p>
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<font FACE="Symbol" SIZE="2">
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<p>· </font>Do not check Use Bezier Patches.</p>
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<font FACE="Symbol" SIZE="2">
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<p>· </font>Do not Decimate (keep it set to 0%). The process that applies
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textures to the surfaces and blends textures between vertexes works best if
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the size of the triangles is consistent and constant.</p>
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</blockquote>
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</blockquote>
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<b>
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<p>The Bitmap TAB:</p>
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<blockquote>
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<blockquote>
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</b><font FACE="Symbol" SIZE="2">
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<p>· </font>Filename should point to the .bmp file you are using as a height
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map. Reload will bring in any changes you have made to the art file without
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having to restart the program.</p>
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<font FACE="Symbol" SIZE="2">
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<p>· </font>GenSurf assigns an integer value to each of 256 shades of gray.
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The value is based on the position of the color in the palette. In a grayscale
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palette, the values typically range from 0 (black) to 255 (white). Map Color 0
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corresponds (usually) to the lowest point on the height map and Map Color 255
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to the highest. If you set Map Color 0 to 0 and Map Color 255 to 2048, each
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increase in color value adds 8 units to the height of the vertex. When you
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increase the difference between to the two values, the height changes are
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steeper. Decrease the difference and the height changes are more global. You
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can control the “Z” location at which the terrain draws by adding any
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extra height above (or below) zero to the height values for both numbers.</p>
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</blockquote>
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</blockquote>
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<b>
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<p>The Fix Points TAB:</p>
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</b>
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<p>The general recommendation for this TAB is to leave it alone. You should
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either modify the height map or directly manipulate vertexes inside the
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Q3Radiant editor.</p>
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<b>
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<p>Texture TAB:</p>
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<blockquote>
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<blockquote>
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</b><font FACE="Symbol" SIZE="2">
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<p>· </font>Set the main texture to common/terrain. The “Steep” angle is
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irrelevant for terrain texture mapping.</p>
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<font FACE="Symbol" SIZE="2">
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<p>· </font>Make sure that the Use detail brushes setting is checked.</p>
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</blockquote>
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</blockquote>
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<p>Once you’ve tweaked all your settings, do a Save as. If you make changes to
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the settings, consider saving again as a new file. It’s nice to have a back up
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if you screw things up.</p>
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<b>
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<p>GenSurf Tips</p>
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<blockquote>
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<blockquote>
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</b><font FACE="Symbol" SIZE="2">
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<p>· </font>Setting extents to correspond exactly with the desired map
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location is important. You want to be able to drop revised terrain into a map
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without a lot of repositioning.</p>
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</blockquote>
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</blockquote>
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<p align="center"><a href="height_map_into_terrain_mesh.html">Back</a> - <a href="table_of_contents.html">Table
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of Contents</a> - <a href="manipulating_the_terrain_mesh.html">Manipulating the
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Terrain Mesh</a></p>
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<p> </td>
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</tr>
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</table>
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</div>
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</b>
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<p> </p>
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<p align="center">-11-</p>
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</body>
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</html>
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