Another quick tutorial: creating terrain in Blender

A forum to store posts deemed exceptionally wise and useful

Another quick tutorial: creating terrain in Blender

Postby afecelis » Wed May 17, 2006 6:11 pm

Ok guys, I thought it was about time I wrote a new tut so I decided to try out creating content for Irrlicht with blender. In this case I wanted to give terrain a shot using Ben Omari's latest exporter. This tutorial shows how to create a small terrain in Blender, which may come in handy if you need to set up a a landscape for your level in a quick way. :D

As usual, you'll find the tut in PDF, a template project and the required files in the zip file.

Hope you find it useful. C&C are welcome! :wink:
http://afecelis.gdlib.net/Irrlicht/terrain.zip
Image
Last edited by afecelis on Thu May 18, 2006 2:14 am, edited 2 times in total.
afecelis
Admin
 
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia

Postby afecelis » Wed May 17, 2006 6:47 pm

3 quick notes for windows users:
1. The scripts folder for blender in Windows is usually located at:
C:\Program Files\Blender Foundation\Blender\.blender\scripts
I may have typed it wrong in the tut.
2. The exporter in windows doesn't load with the UI presented in the tutorial but with 2 simple options. Use "export selected". It's either that or I couldn't find the exporter in windows.
3. In windows, you do have to open your X file in DX's Mview and re-save it. Otherwise it will show up without textures. :wink:
afecelis
Admin
 
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia

Postby afecelis » Wed May 17, 2006 7:15 pm

Extra quick update!
The plugin works the same with interface and everything but you got to get rid of blender's native exporters (DirextX8Exporter.py, and DirectXExporter.py). Otherwise ben omari's won't show up. So make sure you only got omari's "DirectXExporter241.py" in your scripts folder. If you export with this script, you don't need to re-save in Dx's Mview. The model loads ok, textured and everything! yay! :wink:
The plugin in windows:
Image
So backup your other DX exporters somewhere in your drive and leave only ben omari's!
afecelis
Admin
 
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia

Postby omaremad » Fri Jun 02, 2006 3:32 pm

Hmm i tiried making sevral terrains for a blender game but your method ispretty cool

i didnt even know about that smooth falloff button, thanks.
omaremad
Competition winner
 
Posts: 1013
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Postby afecelis » Sat Jun 03, 2006 7:42 pm

I'm glad you found it useful Omaremad! :D It's a compilation of blender tuts I read here and there, so it's really nothing new but perhaps concisely applied. And, yup, sometimes the simplest ways to do things are the ones we forget, hehehehe. :wink:
afecelis
Admin
 
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia

Postby KrisVA » Mon Jun 12, 2006 12:02 am

There are great Blender Plugins for this:

Ants Landscape Creator

http://blenderartists.org/forum/showthread?t=34955

MakeHuman(high poly human meshes)

http://www.dedalo-3d.com

Fiber(for grass and hair)

search for this can't remember the Url
Blender Modeller/Animator
KrisVA
 
Posts: 4
Joined: Sun Jun 11, 2006 4:28 pm
Location: Fredericksburg, VA

no need to remove the two original exporters

Postby BearNanMan » Tue Aug 01, 2006 11:45 pm

open the directx241 exporter in text view then change the line

Name: 'DirectX(.x)...'

something else, like

Name: 'DirectX241(.x)...'

then save the changes and be sure to hit the <Re-evaluate Scripts> button in the user prefs window under File Paths->Python
BearNanMan
 
Posts: 1
Joined: Tue Aug 01, 2006 11:27 pm

Postby wetneb » Mon Apr 16, 2007 12:06 pm

The link is dead. Can we get another location ?
Thanks.
wetneb
 
Posts: 3
Joined: Mon Apr 16, 2007 12:05 pm

Postby mhack » Thu Aug 02, 2007 5:36 pm

User avatar
mhack
 
Posts: 38
Joined: Sun Apr 01, 2007 2:13 am
Location: Montana, USA

Postby afecelis » Fri Aug 03, 2007 12:36 am

Thanks for the file Mhack! :D I had completely lost it!

I'm mirroring it on the new FTP as well:
http://files.wildspad.com/afecelis/irrl ... errain.zip
afecelis
Admin
 
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia

Postby dejai » Mon Apr 14, 2008 12:57 pm

Just adding to his post, if you goto your terrain and press the Objects Button, then go across the the Particles Button, set a value of 0.001 for Normal and Random, then Increase the Value of particles.. And turn animation into static, change the colour to green and then place another plane with the colour brown underneath that you should end up with the following. (Which I made woot!)

Image

I have a question though, can I use this scene in Irrlicht?
Programming Blog: http://www.uberwolf.com
dejai
 
Posts: 519
Joined: Sat Apr 21, 2007 9:00 am

Postby Lekane » Fri Apr 18, 2008 8:11 pm

the particles in blender are just path on which the renderer puts billboards polys.... i believe the obj exporter transforms the path into poly too but keep in mind such a scene will have gazillions of thembased on your particles settings.... not really realtime oriented

edit: also, you can enhance that grass by using strand option (this gives you the possibility to vary the particles thickness on the lenght) and a grass texture to vary colors. nb: valid for blender renders, dunno about the obj exporter.
Lekane
 
Posts: 31
Joined: Thu Jun 01, 2006 7:07 pm

Postby IrrNoob » Thu Nov 20, 2008 3:49 pm

when I made a project in dev cpp and compiled the main.cpp file, I got these errors:

Code: Select all
main.cpp:43: error: cannot declare variable `receiver' to be of type `MyEventReceiver'
main.cpp:43: error:   because the following virtual functions are abstract:
C:/irrlicht-1.4.2/include/IEventReceiver.h:262: error:  virtual bool irr::IEventReceiver::OnEvent(const irr::SEvent&)

main.cpp: In function `int main()':
main.cpp:129: error: invalid conversion from `int' to `const wchar_t*'
main.cpp:129: error:   initializing argument 2 of `int swprintf(wchar_t*, const wchar_t*, ...)'

make.exe: *** [main.o] Error 1

Execution terminated


Whats going on?
IrrNoob
 
Posts: 110
Joined: Sun Nov 16, 2008 8:01 pm
Location: Fort Collins, Us

Postby Dorth » Thu Nov 20, 2008 4:06 pm

It's telling you in plain text what's going on. And your post has nothing to do in this thread.
Dorth
 
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Postby GameDude » Sat Nov 22, 2008 4:15 am

Thanks, cool tutorial
GameDude
 
Posts: 459
Joined: Thu May 24, 2007 12:24 am

Next

Return to FAQs, Tutorials, Howtos, and external tool lists

Who is online

Users browsing this forum: No registered users and 1 guest