Article 3: First Age - Making of Beleriand Part 4 PDF Print E-mail
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Written by Mauro Nenci   
Thursday, 16 March 2006 04:40

Introduction

In this section I explain the process of modeling in the 3D Beleriand heightfield I've just modeled by the process explained in section 3.

Due some actual limitations of L3DT tool I'm forced to make trade-offs (these will be shown as underline text). But in the near future (about July) the great Aaron Torpy will publish next release (2.4) of L3DT and next year, probably, will publish 2.5.
We wait trustful.

Legal notice

All copyrighted works belong to their respective owners.

Modeling

Create Heightfield map

  1. Launch L3DT
  2. File > Import > Heightfield...
    1. File name = <your directory path>/Heightfield/Beleriand Terragen.ter
  3. Ok
  4. Wait for import...
  5. File > Save > Save group as...
    1. File name = <your directory path>/3D/Beleriand.mgf
  6. Beleriand L3DT Heightfield map>

Create Design map

This part of the process is necessary because I need to vary climate in different parts of the heightfield.

  1. Operation > Design map > Gener<te form HF...
    1. Average altitude = slider all to left (sea), actually disabled
    2. Altitude range = slider all to left (flat), actually disabled
    3. Scale of features = slider all to left (tiny), actually disabled
    4. Fractal roughness = slider all to left (weak)
      1. (this is a trade-off; introduces a little variation of heightfield roughness)
    5. Peak overlays = slider all to left (none)
    6. Cliffs and terraces = slider all to left (none)
    7. Erosion = slider all to left (none)
    8. Lakes = slider all to left (few)
      1. (this is a trade off; creates randomly some lakes that, however, may be deleted during creation of Water Map - Water Table)
    9. Default climate = Temperate
  2. Ok
  3. Manually assign climates. I've assigned Arctic and Arid at North of Beleriand and Sea at Sea level.
  4. Beleriand L3DT Design map>

Create Water map, Water table map and Water Salinity map

  1. Click Next  twice (automatically flood seas and flood lakes)
  2. Click Delete water body mode (put icon)
  3. Manually delete all lakes created during process of Design map creation
  4. Click Water map flood tools (put icon)
  5. Manually create all water bodies identified by blue contour lines. This is a tedious process at Helcaraxe. A trade off is that L3DT cannot blend or put near Sea body and Lake body. Because I've used Lake bodies to fill rivers, I'm forced to assign as Sea bodies all rivers nearby Sea, whereas I've assigned all others rivers and lakes as Lake bodies. Actually I've flooded all rivers and lakes bodies at Depth =  20 metres.
  6. Click Next (flood water-table)
    1. Leave all settings unchanged
  7. Ok (about 2 hours)
  8. Beleriand L3DT Water map + Water-table>
  9. Beleriand L3DT Salinity map>

Create Attribute map

  1. Click Next
  2. Wait about ???
  3. Beleriand L3DT Attribute map>

Create Normal map

  1. Click Next
  2. Wait about ???
  3. Beleriand L3DT Normal map>

Create Light map

  1. Click Next
    1. Light map (1/3)
      1. Sun position direction = 90 degrees
      2. Leave other setting unchanged
    2. Light map (2/3)
      1. Cast shadows = checked
      2. Water effects = checked
      3. Bump mappings = checked
      4. Make high resolutions light map = checked
        1. LM/HF ratio = 4
      5. Use disk-drive paging (mosaic map) = checked
        1. Tile size = 512
    3. Light map (3/3)
      1. Leave settings unchanged
  2. OK (about 6 hours)
  3. Beleriand L3DT Light map>

Create Texture map

  1. Click Next
    1. Use light map = checked
    2. Interpolate texture = checked
    3. Bump mappings = checked
    4. Make high resolutions texture = checked
      1. LM/HF ratio = 4
      2. Per-pixel land types = unchecked
        1. (this is a trade off; with Per-pixel land types = checked after 12 hours of calculation L3DT crashes. Must notify it to Aaron)
    5. Use disk-drive paging (mosaic map) = checked
      1. Tile size = 512
  2. OK (about 3 hours)
  3. Beleriand L3DT Texture map>

Save model

  1. File > Save > Save all
  2. L3DT saves maps as follows:
    1. Map group file = <your directory path>/3D/Beleriand.mgf
    2. Settings = <your directory path>/3D/Beleriand.def
    3. Heightfield map = <your directory path>/3D/Beleriand_HF.hff
    4. Water map = <your directory path>/3D/Beleriand_WM.wmf
    5. Water body list = <your directory path>/3D/Beleriand_WBL.txt
    6. Water salinity map = <your directory path>/3D/Beleriand_WS.hff
    7. Attribute map = <your directory path>/3D/Beleriand_AM.amf
    8. Normal map = <your directory path>/3D/Beleriand_TN.jpg
    9. Light map = <your directory path>/3D/LM/<lots of files>
    10. Texture map = <your directory path>/3D/TM/<lots of files>
  3. L3DT saves a summary files called <your directory path>/3D/summary of Beleriand.html
  4. Close L3DT

...and finally...

  1. Open L3DTVi2
    1. File name = <your directory path>/3D/Beleriand.mgf
  2. Wait for a while...
  3. I've selected some snapshots but many others deserve the scene. For now enjoy these shots!

Amon Rudh>


Cirith Ninniach>


Dorthonion>


Echoriath>


Ered Egrin high mountains>


Fens of Sirion>


Gates of Sirion>


Gondolin>


Ground pak>


Helcaraxe>

Hithlum hills and mountains>


Mouths of Sirion>


Pass of Anach>


Tarn Aeluin>


Thangorodrim>


Tol Sirion>


Vinyamar and Mount Taras>
Last Updated on Friday, 27 April 2007 11:03