If what you get is not desirable, you can use the brush tool to replace textures. Keep in mind you can always swap out textures in the toolset after generation.Īnd that's it! You're ready to generate your area. Point Texturemap File to the alpha map.Repeat the following steps for each alpha texture map that 元DT exported. If you did not note them down from earlier, go back to that step to see which file corresponds to which texture, or open and explore your alpha map. Here, however, we need to keep in mind which map relates to which textures. Much like with heightmaps and the colourmap, we are going to specify our texturemaps. Set Map To Area Width and Map To Area Height to TwentyFour.Set Minimum Height to -10 and Maximum Height to 80.Set Heightmap File to the heightfield we exported earlier.In Map To Area Width and Map To Area Height select a value of TwentyFour. In this example, we are making a 24 by 24 area.
![l3dt terrain downloads l3dt terrain downloads](https://www.saashub.com/images/app/service_logos/86/379a77d9dde4/large.png)
In 元DT, you can view the elevation and try to see just how much of a range you want.įinally, we want to tell YATT the size of our area. For our cliffs, we're going to use a value of -10 and 80. By using Minimum Height and Maximum Height we can specify that. However, we need to define just how large this scale is. The heightmap image itself uses shades between white and black, where white is the highest elevation, and black is the lowest. button in our Heightmap File field to the heightfield we exported earlier. button in the Heightmap field, then add our map by clicking the Add button on the new window. Again, this will tell YATT the shape of your area, where hills and valleys are, and so on. We're going to start off with our heightmap. You can see some of these maps by clicking the tabs. A heightmap may be a grayscale image, where lighter shades represent higher altitudes, while darker shades represent depth. These exports, maps, are image files that represent details on the terrain. Now that we've generated our fancy terrain, we need to cut out the parts that the toolset can use. When you are happy with what you have, progress to the next step. Use R to lower the camera, and E to raise it.ĭo not worry too much about texture quality, as we will not be using 元DT's textures directly. Control your camera using W, A, S, and D to move around. You can click the View map in 3D button on the toolbar to take a look around. You will want to keep in mind that the center of your map is where the players will be, so you will want to make sure everything looks manageable. Due to the random nature of 元DT's generation, not everything will be suitable for a NWN2 area.
![l3dt terrain downloads l3dt terrain downloads](https://cdn.mos.cms.futurecdn.net/c6314d317aed10c5681dd592eb667970-1200-80.jpg)
This is your chance to make sure what you made is something worth creating. To get started, open 元DT and create a new project using File > New project.Īfter 元DT generates everything for you, take a look around. In this example we will be making a very simple terrain using 元DT. Generation with 元DT For a more complete introduction to 元DT, see 元DT User Tutorials
#L3DT TERRAIN DOWNLOADS ARCHIVE#
Once it is finished, open the archive and extract the file to /NWN2Toolset/Plugins.
![l3dt terrain downloads l3dt terrain downloads](https://media.moddb.com/images/mods/1/24/23648/2014-06-05_12_47_28.png)
#L3DT TERRAIN DOWNLOADS INSTALL#
Install it using the on-screen instructions.ĭownload Yet Another Terrain Tool. Preferably get the latest beta, but if you encounter issues using it, try switching to the stable release. If you have not already done so, follow the steps for setting up an ALFA Build Module, including enabling third party toolset plugins.ĭownload 元DT Standard Edition.