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Posted

This is a basic, quick and easy procedure.

 

You will need L3DT installed which can be found HERE

 

 

Open L3DT

 

File > New Project

 

Select Designable map (recommended)

 

Click next

 

Presets : set to Better for FPS

 

Click next

 

Click next again

 

Click next again

 

Check the Heightfield box

 

Click ok

 

Wait.......

 

Wait some more ......

 

Right click on the heightfield image

 

Select Export > Export active map

 

File format = Raw

 

File name whatever and wherever

 

Click ok

 

Open the Leadwerks Editor

 

Create a terrain in the Leadwerks Editor using default settings

 

Click import

 

Select the map called whatever and saved wherever with L3DT

 

Set the altitude to around 400 to test.

 

 

"Painting" and "Decorating" is up to you, as are final tweaks and adjustments to the terrain.

 

I hope this will be of some use to someone.

 

 

  • Upvote 1

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"I used to be alive like you .... then I took an arrow to the head"

Posted

How would I hide the edge of the terrain and the water plane from the player? When I add the water plane it gives the effect the terrain is surrounded by water when land would be more suitable, however I still need lakes.

Intel Core i7 975 @ 3.33GHz, 6GB ram, GTX 560 Super OC, Windows 7 Pro 64bit

Posted

Very handy. Thank you!

 

You are welcome Rick.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

@Knocks : Why would you want to? I don't think you can directly.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

@Paul: If I understand you correctly, then you'd have to design the map to your requirements.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

I like to map out paths, roads and villages etc in l3dt on a texture layer as a base template for an area .

My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = >

Posted

I like to map out paths, roads and villages etc in l3dt on a texture layer as a base template for an area .

 

 

 

What about saving it as a texture from L3DT and then using that as the base texture layer in the editor, setting to "fit to terrain"?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

I should add if you try to use the texture from L3DT then use that as the base texture layer in the editor, setting to "fit to terrain", there seems to be an issue with this setting saving correctly in the .sbx file. Luckily "Mack the Hack" has found a temporary solution.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

Good idea, i didn't think of doing that :lol:

 

 

Its not something I have tried so I cant say if it would work, might pay to look at the file format of the Alpha_ xxxxx .DDS that the editor creates when saving a map.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

  • 3 weeks later...
Posted

This is really helpful.

Intel®Core™2 Quad Q8200 @2.33GHz 2.34GHz

4GD DDR2 SDRAM AT 800MHZ,GMT

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Window 7 Professional x64 bit

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