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DEM 2 RWX TUTORIAL
[ Elevation Model ]
[ World Parameters ]
[ RWX Options ]
[ RWX Texture Zones ]
[ Prop and Build Options ]
[ Tree Zones ]
[ Log Otptions ]
[ Home Page ]
World Parameters
Andras gives us a lot of options here. No, they aren't redundant, although I
first thought they were. It's a bit confusing at first, but you will soon understand
what each option does (I hope)
Here you chose the size of your world
This is where you chose the size of each ground object. What D2R does is
create a series of ground objects that fit together like a puzzle. The peaces
can be 10x10 meters, 20x20 meters, or 30x30 meters. Basically, the smaller
the object, the smaller your max scale will be because you are limited by the
amount of information the DEM file gives. Let me try to explain; Each Quad is
from the points or dots of the dem file. Originally, they are 30x30 meters apart
or on a 30 meter grid in the "real world". If you chose to make a object size of
10x10m, you have automatically shrunk the model to 1/3 scale. Choosing
20x20m objects will shrink it to 2/3 scale. To get the full size scale, you must
use the 30x30m size objects AND the lowest number of vertices (4).
The next thing that effects the scale is the resolution you choose. The main
thing to remember here is that no mater how many vertices (points) you put
into an object, they are still coming from the same "dots" off the DEM file. So
lets say you decide to generate 20x20m objects. Next you will want to choose
the level of detail by changing the number of vertices each object has. The
more vertices, the smoother looking the object. But in exchange for smoother
objects, you pay for it in size. The increased detail is really an illusion of size
because you are not adding any new points, just putting the same 30m grid
points in a smaller space.
So, reading from right to left, if you decide to give each object 256 vertices
(points), which is the maximum allowable in AW to keep an object solid, your
distance between the vertices will be 1.33m (vs. 30m in real world space)
which would result in a scale of 1:22.5 (or 1m = 22.5 m in real world)
Your chosen scale is reflected in the vertical scale box, only in decimal point
format. Here you can soften the mountains into hills by decreasing this
number, or heighten hills into mountains by increasing this number. To keep
the object in it's original proportions, just leave it as it is.
The vertical offset allows you to place your ground object lower or higher, in
meters, relative to the ground object (when level with ground option is chosen,
or relative to the actual scale of the elevation). You can move the lower
elevations under ground with this option!
Choosing this option sets your lowest elevation to the ground level rather
than actual. So if you're building a section of Yosemite and your beginning
elevation was at 3000 feet, you could bring it down to earth with this option.
(closer to ground zero at least)
Level edges with ground really cleans up the edge of your world. When
you come to the end of your world, this option makes a nice cliff that closes off
the edge and really gives the ground nice mass. Keeping that - so important-
illusion of reality.
At this point, you need to go back to the first window, Elevation Model, and into
the " Show picture for Selection" box to make sure the bounding box hasn't
changed on you. If it has, update your selection, this is your final choice.
Ok, now you know about World Parameters, lets move along to RWX