Hints, tips and tutorials for 3D modelling & content creation
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KatsBits
Creating 3D models, meshes &
game content
3D modelling & meshing, level editing and textures makingHints, tips and tutorials for 3D modelling & content creation [back]Brushwork, terrain entities and mega textureContents
See each section below for download links. What's this about? Creating a mega texture terrain for Quake Wars et-al ^With Quake Wars the advent of a new terrain system called 'Mega Texture' is being implemented which allows artists much more freedom to create outdoor (or indoor) environments that are more visually sophisticated than ever before. Gone are the days of only being able to blend two textures at a time, gone are the days of trying to get the terrain mesh density correct to give nice blend details, and gone are a myriad other things that made making terrain 'the old way' difficult. The upside; anyone that could use Radiant and write a shader could build a terrain. The downside; terrain made like this took considerable skill to perfect and still look realistic. The advent of mega texture changes all this; the upside is far greater creative control over how a terrain looks visually; the down side is that Mega Texture terrain's can only make use of 3D models created in programs like Blender 3D, 3DS Max, Maya, Lightwave et-al. This presents a fundamental problem for mappers - the general thought is that making levels for Quake Wars will be a 'locked out process' unless they can learn and use a 3D application. This isn't wholly true, and as will be shown below, level designers still have options when it comes to creating terrain's for use with Mega Textured games (this is actually a good way to quickly generate a terrain for use in any game that requires the placement of a terrain 'model'). General Q&A regarding terrain and Mega Texture ^
Basic Principles, making a mega texture terrain from brushworkAs you may have guessed or realised from the information above, the terrain's used in games like Quake Wars are built from 3D models. Because of the way Mega Texture works it needs a more uniform texture map than is normally supplied on brushes, this is done via a UVWmap applied to a collection of triangles ('tris' / 'polys') rather than individually as with brush objects. With this in mind how the terrain is initially created doesn't matter so long as the end result is a UVWmapped model in ASE or LWO format (terrain models are usually ASE format; because it's a text based format it's easier to change texture and file paths than with the binary compiled LWO format which can only be reopened, reedited and re-exported for changes to be made). This means that a mega texture terrain object can be initially built using GTK Radiant and brushes or patch meshes. BUT, the brushes, patches or brush based terrain entity cannot be directly used in mega texture terrain, they need converting into a 3D model. Converting a brush or patch based terrain mesh or entity into a model is exactly the same as converting any other type of brush object into a model, so read the following tutorial for extensive details on how this is done; the fact that this is a 'terrain' makes no difference to the conversion process.
To summarise the tutorial;
Once you have and ASE model from the conversion process, it is, in theory, possible to use that mesh 'as is' for a mega texture terrain; it's not advised this be done however because the texture (UVW) mapping applied to brushwork is often not efficient or optimal for the requirements of a model (and mega texture). This mean further work is necessary in a 3D application. Importing, UVWmapping and re-exporting the ASE terrain mesh ^This next stage can be a bit overwhelming but as the mesh only really needs one or two things doing to it before export, it's thankfully a rather painless process. This part of the procedure is as follows;
The ASE model that's created at the end of this process is then ready for use as a mega texture terrain. Conclusion ^Although brushwork can't directly be used to create terrain for use with Mega Texture, it can form the basis from which the underlying model can be made so if you must use brushes then this is the best way it can be done. This means level designers can use GTK Radiant and other brush based editing tools to create an initial terrain 'object' from brushwork and/or patch meshes, which need to be suitably prepared by caulking unwanted faces, with that then simply being converted into an ASE model using Q3map2; this is what's needed, this model converted from the editing tools, it's this model that Mega Texture is then built upon using the Mega Gen tools. Essentially all that's being done, once this is imported into a 3D app, is to apply a UVW map it means that mappers not overly familiar with 3D software don't have to worry to much about other things specific to create a mesh from scratch. Some basic understanding of 3D apps is going to be required, Blender 3D is used in this instance because it's free and legal (as well as being powerful and more than suited to the job at hand). |