The free version is limited to export out a max x image, so we will stick with these dimensions. We recommend that you download this from the Marketplace , import it into your Launcher, start it from there and then create a new level. See this page to find out how to import a project to your Launcher. First off, know the scale you are working with.
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Meters Per Unit is how many meters for every pixel of your heightmap do you want. If you set Meters Per Unit to a larger number, the more blockier and rougher your terrain will be. Basically you have to find the balance between the size and performance. In order to know this you will have to create a few terrains. I would recommend to create a few throw away test maps playing around with different Heightmap Resolutions and Meters Per Unit. You can also resize your terrain after you went through New Level creation.
So you don't have to create a new map everytime you want a new terrain size. I cover that later down the page. Lets generate our first terrain using procedural method. This means that CryEngine will give us a random heightmap and create a terrain for us. Terrain Generation window will open. Here you can modify few values to get various random results for your terrain. I only modify Feature Size, which sets the variation of the terrain.
Lower number, less heights and peaks you get and more normal terrain looks. Play around with all the values to see what they do. You can generate this terrain as many times as you want for variety of results. Modify Options inside the Terrain Editor are extremely useful. These are used to give the entire terrain some modification. Most of these are self-explanatory. Watch the video to see what each one of them does. But the best way is to go through and experiment each one on your terrain.
For procedural terrain generation I have used most of these to get the terrain to look how I want it. Visit this page for more info about the guide My name is Alex Galuzin.
I am self-taught level designer, game environment artist and the creator of World of Level Design. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist. All rights reserved. Duplication and distribution is illegal and strictly prohibited. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way.
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CryEngine 3 SDK: Creating and Generating Terrain
The following tutorial will show how to set up a new level and its initial terrain map. Do not use spaces or non- Alphanumeric characters in your level name. Underscores can be used instead of spaces. In the New Level dialog box enter a name for the level in the Level Name text box. You should adjust the Heightmap Resolution and the Meters Per Unit or, Meters Per Pixel according to the size and and detail level required for your level.
Meters Per Unit is how many meters for every pixel of your heightmap do you want. If you set Meters Per Unit to a larger number, the more blockier and rougher your terrain will be. Basically you have to find the balance between the size and performance. In order to know this you will have to create a few terrains.
You'll find out how to setup your texture, material and level settings to get the best results from recommended workflows. First, we need a nice terrain texture to work with. We'll use this nice tiling texture of stones and grass for this example. As mentioned in the Terrain.
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