Game Development Reference
In-Depth Information
8. The third button is the smooth height button. Use this if you have previously
painted some elevations with a brush that has lots of bumps and jagged
edges. This brush will average and round out the selected peaks.
9. The fourth button is the paint textures button. If you navigate to Edit Textures
| Add Texture , you can select a texture from any of the imported textures in
the project thus far. Click on the texture viewer panel (rather than the normal
map panel) to see a dialog box of all available options. After selecting and
confirming, you will see your selection as an option back in the terrain pre-
viewer. Now, with your favorite brush selected, you can paint the texture onto
your terrain. Add a variety of textures to paint grass, roads, and mountain de-
tails into your terrain.
10. The next button lets you paint tree models into your scene. Select a tree
model from the edit trees button, and once you have confirmed a selection,
choose a brush and density to paint the models with. A low-density circle can
be used to add foliage to the tops of your mountain ranges. If you find that
your game suddenly runs slowly after painting trees, it likely means you have
too many tree models on screen. The fix for this is to reduce the density of
the trees.
11. The second from the right-hand side button lets you paint the details into your
scene. The workflow is similar to painting trees, and they behave similarly as
well although this is intended for small details such as grass.
12. The right-most button lets you control the parameters of your terrain com-
ponent. Things such as wind-speed, draw distances, and grass color let you
fine-tune the look of your park.
Once you have finished making your park, it should look somewhat like the following
screenshot:
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