Yeah, just pimping my new tutorial series here.
I started out with quite a simple tutorial on how to use Max to generate heightmaps for use with the Ogre engine.
I'll continue this series of Tutorials as I find time. My summer vacation is soon going to end and I'll have little time after that, so hopefully I'll be able to write up the second issue before that.
I plan this Tutorial Series to generally take the user through generating a fully working Environment, starting out with a simple heightmap, textures for the Terrain, and going on creating simple meshes and textures to fill the environment, and then in the end going as far as creating a character, unwrapping, texturing, rigging, animating and exporting it.
I hope for people to learn to use the Max environment as they continue reading and following the tutorial step by step. I want to encourage programmers who happen to have access to max to use these to create their own content.
Anyway. Enough talk, here's the link:
http://www.ogre3d.org/wiki/index.php/3dsmax_Heightmaps
Hope you'll find it useful. Feedback is very much appreciated, so I can improve on the next issues. (So I learn something as well.. hehe)
Max Tutorial Series
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CapBBeard
- Halfling
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- Location: New Zealand
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Stygius
- Gnoblar
- Posts: 4
- Joined: Sun May 15, 2005 9:56 am
Great tutorial except last part is not precise enough for heightmap.Direct rendering to screen result is often fake because of default light and other things thant can change result a little .To get 100% accurate output you should use render to texture option.More info you can find in this post
http://www.ogre3d.org/phpBB2/viewtopic.php?t=12497
http://www.ogre3d.org/phpBB2/viewtopic.php?t=12497
- maxxoros
- Greenskin
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KO
- Gnoblar
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hm...
frankly, I don't think that's correct.
I'm effectively removing the plane from any other light influence by upping it's "self-illumination" to 100.
The render to texture is of course the cleaner method, but I think it's quite complicated compared to a simple render.
And if I really want it precise, then I'll use texporter, as described in the box right at the bottom, which is just much simpler and more precise even, then a Gradient.
And maxxoros, why would there be stuff on the terrain in max? I never created a terrain, then put stuff on it and *then* generated the heightmap...
I think that's a very specific set of requirements you got there that, again, could be easily done by using texporter.
But thanks for the input guys. If you find any other flaws, tell me.
frankly, I don't think that's correct.
I'm effectively removing the plane from any other light influence by upping it's "self-illumination" to 100.
The render to texture is of course the cleaner method, but I think it's quite complicated compared to a simple render.
And if I really want it precise, then I'll use texporter, as described in the box right at the bottom, which is just much simpler and more precise even, then a Gradient.
And maxxoros, why would there be stuff on the terrain in max? I never created a terrain, then put stuff on it and *then* generated the heightmap...
I think that's a very specific set of requirements you got there that, again, could be easily done by using texporter.
But thanks for the input guys. If you find any other flaws, tell me.
- maxxoros
- Greenskin
- Posts: 130
- Joined: Tue Feb 22, 2005 7:18 pm
@KO:
If we create a real world in 3DSMax and then export it to ogre...There will be two part:
1. The terrain
2. Object in scene like building, tree, NPC, ect....
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We can place everything we want on a mesh that called terrain and use your technique to made heightmap...
The technique with ID UV channel and Render to texture seem complicated...but the fact It made life easier in this situation
If we create a real world in 3DSMax and then export it to ogre...There will be two part:
1. The terrain
2. Object in scene like building, tree, NPC, ect....
---
We can place everything we want on a mesh that called terrain and use your technique to made heightmap...
The technique with ID UV channel and Render to texture seem complicated...but the fact It made life easier in this situation