You have to look for them and download them. For that we need a suitable palette of textures. Note that I have used the smoothing tool to create beaches on the margins of flat terrain. I have also left flat space, to place an airport and future convoys and land units, towns and any other element that we can think of. In this example, I have created elevations and mountains over the highlands. We use the tools we have at our disposal. The next step is to create mountains and depressions on the terrain. On the other hand, we will see the terrain that we have made emerge with the tool of highlands. This done, we will have enough submerged terrain, so as not to see the square base of the land. To do this we are going to lower the ground to -70 on the Y axis, as shown in figure 29. It is necessary to submerge it to the sufficient depth so that the square form of the ground is not seen, being covered by the sea. This is done to submerge the terrain a bit, and generate the island effect. The next step is to change the position in height of the terrain. Note that the edges of the map are at the original height of zero. To create the altiplano in this terrain, we have chosen a height of 200 and a large brushes. In this way, it is achieved that those edges of the map are not seen through the water. The altiplano, must have enough height, as to emerge from the water a part of the terrain, and leave the edges of the terrain submerged to a sufficient depth. Whenever we work with the basic tools, I recommend creating a highland in the field. In fact, we must imagine that the available space is full of water, and the land we have created will be an island, more or less large. We need to create a high plateau that can emerge from the water. By default, the terrain is completely flat. Once we know the basic tools, we will begin to work the height of the terrain. If it is a large or medium map, I do not advise it. If it is a small map, go ahead, you can use it. However, it can also compromise the performance of the map. It allows adding new details to the terrain, such as grass. It is advisable not to abuse, and if possible avoid the use of trees with many polygons. However, this can compromise its performance, making it a very slow environment with a lot of lag. You can include trees or varied vegetation on the map. The brushes and textures that we use are especially important for this. It serves to soften the terrain, in case of having very steep mountains, improving the realism of the terrain. It is very useful in the development of maps as we will see below. Additionally it allows you to set the height to create the altiplano. The Paint Height allows you to create highlands, according to the available brushes. You can define the size and strength of the terrain increment. The tool Raise / Lower Terrain allows you to create mountains or elevations of the land, according to a series of Brushes. The main functions are explained below.įig.21 Default tools to work the orography of the terrain These options are available, selecting the corresponding terrain, from the inspector tool, as shown in figure 21. In this first map, we will use the tools that are provided by default. We will dedicate specific tutorials for those cases. 5) knowing the tools to edit the terrain There are highly automated methods to create terrain and not waste time.
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