====== Part 6: More calculations ====== | [[tutorials:l3dt:roads|Road tutorial home]] | We're on the homeward stretch now. To generate the final texture map for your terrain, select the '//Operations->Calc. wizard//' menu option (shown below), or select the 'calc >>' toolbar button. In the calculation wizard, select the 'terrain normals', 'light map' and 'texture map' options, and click 'next >>'. {{ :tutorials:l3dt:roads:calcqueuewizard2.png | :tutorials:l3dt:roads:calcqueueqizard2.png}} In the normal mapping wizard, enable 'apply bump mapping' and 'make high-res normal map', set 'TN/HF ratio' to 8, enable 'use disk drive paging', and set the tile size to 512 (as below). Click 'next >>' to proceed. {{ :tutorials:l3dt:roads:tnwizard.png | :tutorials:l3dt:roads:tnwizard.png}} In the light mapping wizard, set the light directions and colours to suit. In this tutorial, I will use the defaults. Click 'next >>' to proceed when done. {{ :tutorials:l3dt:roads:lmwizard.png | :tutorials:l3dt:roads:lmwizard.png}} In the second pane of the light mapping wizard, select the settings shown below, and click 'next >>' to proceed. {{ :tutorials:l3dt:roads:lmwizard2.png | :tutorials:l3dt:roads:lmwizard2.png}} You probably don't need to change any settings in the light/water effects wizard, so click 'next >>' to proceed. {{ :tutorials:l3dt:roads:lmwizard3.png | :tutorials:l3dt:roads:lmwizard3.png}} In the texture mapping wizard, select the settings shown below, and click 'OK' to begin the calculation. {{ :tutorials:l3dt:roads:txwizard.png | :tutorials:l3dt:roads:txwizard.png}} Once the normals/shadow/light/texture map calculations are complete, L3DT should show you a texture map that looks something like this: {{ :tutorials:l3dt:roads:tx1.jpg?450 | :tutorials:l3dt:roads:tx1.jpg}} But what does it look like in 3D? ^ Next page | [[tutorials:l3dt:roads#Final result|Final result]] |