Creating an outdoor area with Gensurf
Original tutorial provided by Ricebug, written with QERadiant in mind.
This tutorial will involve making an outside area and sky box. For making
realistic-looking landscape, we will also be using the stand-alone version of
David Hyde’s fantastic terrain generator program, GenSurf.
A plugin version is available for QERadiant also.
Making
the Ground with GenSurf
Since David Hyde keeps improving GenSurf, the instructions below may
not follow the current update.
1. For learning purposes, our outdoor area is going to be a small
"backyard." Once you have GenSurf up and running, click on the General
tab. Under Set Waveform, select From
Bitmap. Also, uncheck Add Skybox.
The skybox option tells GenSurf to create a playable map with
ground, sky and player entity. We won’t need these for our purpose.
Figure 1: GenSurf's
interface (click for larger image)
3. We’re going to use a grayscale bitmap to form our ground elevations. If
you want, you can left-click on the one in Figure 2 and save it as a .BMP to a
directory of your choosing. Click on GenSurf’s Bitmap
tab and browse to this location.
4. Compare the bitmap below with the wireframe preview in Figure 1 above. The
black areas dictate the lower elevation, while the whiter areas cause the ground
to swell upward. Lightwave and 3DSMax users know this as "displacement
mapping." For example, by drawing thick, black lines on a white background,
you can easily define drainage ditches or culverts. In reverse, drawing thick,
white lines on a black background will give you walls. Shades of gray in between
black & white will cause variations in the height of your walls. Some
interesting landscapes can be created with a little imagination.
Figure 2: Grayscale
image used to define elevation of terrain in GenSurf. Image
scaled to half original size for tutorial purposes.
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5. Now click on the Extents tab. Under Lower-Left
Corner, type –128
in both boxes. Under Upper-Right Corner,
type 128 in both boxes. This
will give an area size of 512 pixels, the exact dimensions of our bitmap. Also
set Number of Divisions to 16
in both boxes. This will make for a smooth ground.
Depending on the size of your map and
hardware limitations, GenSurf-created walls, ceiling and floors
can very quickly bog down the editor and dramatically increase compile
times if you set the Number of Divisions
to a number less than 64. Start with larger numbers and work your way
down. As a rule, I complete my maps first and add the terrain when I'm
done.
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6. Notice that your map preview shows a steep terrain. We want our ground to
flow downward in a smooth angle. To achieve this, change Map
color 0 to 50,
and Map color 255 to 100. Press Tab
on the keyboard and your map should smooth out.
7. Click on the General tab and set Roughness
to 0 and Random
Seed to 1.
8. Finally, under Output Map File, browse
to your maps folder and save the ground as outside.map.
Adding
the Ground to the Map
1. Fire up Radiant and select FILE/NEW MAP.
I want you to clear anything out of the editing window to show you how to load
multiple maps into Radiant.
2. With nothing in the editor, click on FILE and choose OPEN (Not LOAD).
Select the map of the rooms and hallway we’ve been working on. (Hopefully,
you’ve been saving things.)
3. Now click on FILE. This time, choose LOAD and select the GenSurf
terrain you made. You should have both the terrain (in red) and the other map
file, as shown in the screen shot below. Leave the terrain selected.
4. With the terrain in red, click somewhere in its center and drag it towards
the bottom of your screen (you should be looking at the XY Top view). Drag it so
it rests on the outside wall of the square room as shown in Figure 3.
Figure 3: Ground object in
place
5. Since I want the ground to slope down, away from the building, we’ll
need to rotate it. Look at the row of 6 buttons circled in yellow in Fig.
4. These show the different rotation commands for X, Y,
& Z. With the ground still selected, you want to click on the last (ZN)
button TWICE, or you can click the Y|Y
button ONCE. The difference between these two buttons is that ZN
rotates a selection clockwise at 90-degree increments, while YY
vertically flips the selection. The end result is the same.
Y|Y
flips brushes vertically on the
screen; X|X
flips them horizontally.
6. The next thing to do is go to a side view of our still-selected
ground. CTRL-TAB until you get to the YZ
Side view. Click on the ground and drag it down until the high side
is even with the floor of the square room, as shown in the figure below.
Figure 4: Ground lowered to
same elevation as floor
7. Once the slope is positioned where you want it, hit ESCape
to deselect it. Save your work.
8. The next thing we want to put in are some walls to enclose the ground. It
would look unrealistic to bring the sky texture down to the ground. I added a
"stepped" down stone fence along the sides.
9. Next, select the sky texture and build a box to enclose the fence and
ground. The "walls" of the sky box should rest flush against the
outside of the fence. The "ceiling" of the sky should come just above
the "roof" of the exterior building. See figure 5.
Figure 5: Constructing the
Sky Box (click for larger image)
Thankfully, Radiant uses some conventional Windows
commands to make things easier. Ctrl-C
copies a brush and Ctrl-V
pastes it. By copying, pasting and rotating brushes with the X|X,
Y|Y
and other rotate buttons, you can quickly fabricate structures.
After you finish the skybox, let’s make a small pool of water in the lower
depression to give our yard some character.
10. Find one of the water textures and click on it. Now drag a square brush
through the ground. Make sure you don’t go outside of the brick fence we just
built. See figure 6. I made the depth of my water brush 32 units, just enough to
give it an illusion of depth.
Figure 6: Adding water (click for larger image)
The completed outside area.
Copyright 1999, by Terry DeLaney. Permission is granted to
distribute this file as long as the author receives credit.
Colored Light
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