I stuck my light north of the terrain then switched it’s lamp type to sun(under Shading – Lamb buttons). Move(or add and move) your light to a position appropriate for your sun settings in 元DT. Under the Material tab set Col to pure white. In Shading – Material buttons uncheck the box to the left of the terrain texture in the Texture tab on the right. Select the terrain in object mode and press M and select layer 2(second one from the left in the top row). Next move the terrain object to layer two in preparation for special light baking settings. In my test for this my houses ended up a little big compared to what I was planning on.
![l3dt terrain l3dt terrain](http://www.bundysoft.com/docs/lib/exe/fetch.php?w=300&media=l3dt:algorithms:dm:params:erosion:erosion_70_3d.jpg)
Keep in mind what scale the final game will be at. Step 4: Position in game objects on terrain and move terrain to layer 2Īrrange your in game static objects on the terrain.
#L3dt terrain full#
Because I’m not at full game terrain size the objects I place will have to be scaled to match in game settings later(in my case I do it after I load them). You will probably need to make some adjustments to match whatever game engine/game settings you are using. Blender seemed to have problems when I scaled it up to my in game size(I seem to be limited on how far I can zoom out) so I’m just scaling it up to 409.6×409.6. If your rendering engine centers the terrain or something you will not want to move it.
![l3dt terrain l3dt terrain](http://static.garagegames.com/static/pg/productpages/l3dt/screens/product_screenshot_l3dt_03.jpg)
![l3dt terrain l3dt terrain](http://www.bundysoft.com/wiki/lib/exe/fetch.php?media=tutorials:l3dt:roads:3d10.jpg)
In my test rendering system the terrain starts at 0, 0. For object positioning I’m going to move the lower left corner(as seen from the top view) to the origin and scale the terrain up some. When I imported the terrain into blender it came in with dimensions of 4.096×4.096 centered on the X/Y axes(blender must have scaled it down on import, the obj file indicates the actual scale is 40960×40960). This is just so objects positioned in blender will show up correctly in game. Step 3: Resize and position terrain in a the scale/position compatible with the size your terrain rendering engine will eventually use Also, return to Editing and click on set smooth. Press tab to return to object mode and the texture should show up on the right side. To switch the direction the triangles are facing enter Edit mode, select all triangles, press space bar while in a viewport, select Edit, Normals, Flip. On the side of the mesh the triangles are facing you will see the texture, on the other side you will see a lot of pinkness. An easy way to tell if the faces are oriented correctly is to turn on Textured drawing for a viewport. First the triangles for the terrain were facing down instead of up. When I imported into blender I noticed 2 things. You shouldn’t need to change any of the import settings. In Blender select File, Import, Wavefront(.obj)… and import the obj file that was exported. Keep in mind that larger terrains will need increasing numbers of triangles to maintain quality.
![l3dt terrain l3dt terrain](http://www.bundysoft.com/coppermine/albums/userpics/normal_DeadManMountain.jpg)
I haven’t done much testing on how much higher I could go without problems, you many want to play around with higher values if your machine can handle it(or you want to try to deal with the lag) or lower values if necessary. When it does I select a max error that gives me around 200K triangles so blender doesn’t slow down too much. It may take a few moments for the mesh decimator popup to come up, especially if your terrain is large. After opening your desired terrain click on File, Export, Export OBJ and MTL. Export the unshaded terrain texture and the lighmap to external files, I personally prefer pngs. We will apply the lighting to the texture in a later step. Step 1: Export your terrain from 元DT as an wavefront(.obj) fileīefore exporting a model of the terrain, make sure you generate all stages of terrain generation, and generate the texture without lighting.
#L3dt terrain pro#
元DT 2.8 Pro (I don’t think you need the pro version to do this)Ĥ096×4096 terrain with 1:1 texture to heightmap resolution.Ī model of a cottage off of google 3d warehouse at: I would play around with blender trying to get it to work every once in a while and I finally came up with a working solution.Īdd static light maps to a 元DT ground texture for large static objects.ĭo not redo 元DT’s light mapping since it will be higher quality than the light mapping produced from the Blender render baking, because it will use a lower resolution model than the actual heighmap.
#L3dt terrain how to#
At the time I had an idea on how to use Blender with the obj exporter to generate a light map using texture baking. The answer was that feature is not supported in 元DT. Baking static light maps into 元DT terrain textures using Blender and GIMP.Ī while ago I saw a post on the 元DT forums asking if there was a way to bake static light maps into 元DT terrain.