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Dev Blog #20: Digging into the Detail (Part 2/3)

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General Naga

Director/Founder
Pathfinder Games
Hi all, welcome to the second part of our level design blog. I'm [TWDEV] RvtL, part of the level design team together with [TWDEV] Maniche and [TWDEV] Mars. In this blog we'll take a closer look at the terrain of Merville Battery, and how we developed it into a historically accurate environment where players can fight and explore.

We start out by shaping the height map. The area around the Merville is relatively flat, so at first glance you might think that the heightmap does not have a significant role to play, but as we take a closer look you'll see it will have quite an impact on the end result.



As you can see in the image above, the German strong point in the center of the level is positioned slightly higher than the area directly surrounding it. This improves the field of view of the troops manning the bunkers and trenches, making it a very formidable defensive position.

Thanks to aerial photographs and historical documents we discovered that Merville was heavily bombed by the RAF and USAAF in the month leading up to the invasion of Normandy. The picturesque French country side was littered with craters. We can easily recreate this using the height map by overlaying the aerial photographs on the map and accurately sculpting the craters exactly where they were in real life.


From the height map we move on to the terrain texture, which starts out as a large image which covers the entire map built up in several layers. The first layer is usually a grassy green, since that is the most common terrain type. The following layers add patterns and details like ditches, craters and fields.




Whilst it's also possible to paint the terrain texture in CRYENGINE’s Sandbox editor, we prefer creating a large image in a program like Adobe Photoshop, allowing us to pack a lot of intricate details in the texture with relative ease. Of course, the images presented here are WIP and are subjected to further revision and improvement!

Finally, to complete the terrain we add different materials for grass, gravel, mud and so on. This is one of the areas where CRYENGINE really shines; by combining a number of flat images it is possible to create a detailed three dimensional looking surface.





These three elements, the height map, terrain texture and materials, make up the final terrain. While it might not look very exciting by itself, it will form a great base once we start adding objects and details, and really bring Merville alive back to how it was on 6th June 1944.
 
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litchu

Member
Never thought you'd go as far as placing each crater in the exact same position as they were in real.. and I love that :D
 

Roughbeak

Member
Really nice, bravo!

A question about the heightmaps, do you paint them manually or take a real life heightmap from/to a program?
 

General Naga

Director/Founder
Pathfinder Games
i knew they would, mudra is anal about those type of things :laugh:

Not just Mudra. We've always said we wanted to create historically accurate environments - we just take that a little more literally than some ;)
 

Maniche

Level Designer
Pathfinder Games
A question about the heightmaps, do you paint them manually or take a real life heightmap from/to a program?

We make our heightmaps by hand, yes. We sometimes refine them in for instance PhotoShop, as it's easier to manipulate at times, but the majority of the work behind a heightmap is in-game by hand.

Maniche
 

Roughbeak

Member
Thanks Maniche! Another question, regarding this link below:

http://www.tractionwars.com/images/media/2014.10-2/2014.10-2_03.gif


For doing this, do you achieve this with the "export/import terrain texture" tab (in the Editor of course)? Also, in the link above is the first image - the first basis for the texture, and the last is the final version you import into the engine?:
http://i.imgur.com/e2ByHxL.jpg


Thanks in advance :)




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Regarding this thread again, this image is so cool (as well as the four texture maps that achieve it)!

 

RvtL

Well-known member
For doing this, do you achieve this with the "export/import terrain texture" tab (in the Editor of course)? Also, in the link above is the first image - the first basis for the texture, and the last is the final version you import into the engine?: http://i.imgur.com/e2ByHxL.jpg

yes, the gif basically shows the different Photoshop layers. The last image is the one we import using the function you mention.
 

Skr13

Member
My fav quotes in this article:
"accurately sculpting the craters exactly where they were in real life"

"and really bring Merville alive back to how it was on 6th June 1944."

That's everything that a true WW2, especially Overlord Operation enthusiast needs to hear, mainly if we're talking about a game, where every detail counts. ;)
 

calgoblin

Pathfinder Games
The amount of quality included really does immerse you into the environment. I really appreciate it.

You should see the astoundingly beautiful rolling hills these guys created... I don't know how they do it, it's astounding. Our mappers rock.
 
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