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tvvladimir |
Posted: Fri Jun 29, 2012 11:05 am Post subject: Loading terrain, objects, foliage. Simple pipeline? |
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Joined: 07 Sep 2008 Posts: 6
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Hi,
I don't have Grome, just been watching it for a while.
How well does Unity integrate with Grome? Is it possible inside Grome to load the whole world (objects, buildings, foliage) and then load this whole world exactly the same in Unity? And if I want something to be changed, I can change it in Unity and see the change in Grome? and the opposite?
So basically my question is: how does the pipeline work? Is there a simplified pipeline and what format for models would I have to use. Is there a possibility for less export and less import?
Regards,
Vladimir |
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ALicu |
Posted: Fri Jun 29, 2012 11:33 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hello,
Probably you've already saw this series of tutorials:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=Editor/ForEngines/editor_unity_ios
These deals with mobile platforms but many of its details are also applicable to desktop.
In general, you will need to use export / import from Grome and most probably use Collada as the interchange format. If you want to save the terrain and other scene data directly in Unity formats you will need to write export plugins using the Grome SDK (which comes with the editor build and includes source code for all the default plugins and documentation).
Latest Grome version also has a fast export utility plugin which can be setup so with a single click on Grome menu you export your entire map using any of the existing plugins and call external engine programs (call a Unity viewer for example, so it is like a "see in engine" function). A similar plugin can be developed for loading the Unity data back into Grome. So exchanging data between Grome and Unity would need only choosing an option from Grome menu by the user. Of course the import plugins needs to be developed using the Grome SDK or the existing ones can be extended.
Kind Regards,
Adrian L. |
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Flexman |
Posted: Tue Sep 04, 2012 1:17 pm Post subject: |
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Joined: 25 Oct 2011 Posts: 6 Location: Leeds, UK
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I'm currently finishing the final chapter of a 150 page book on using GROME 3.1 with Unity, UDK and Ogre3D to be published by PackT later this year. The focus is more on using GROME and Unity so I was wondering if there's a new exporter in the pipeline?
In the final chapter I included a small Unity script that allows importing a splatmap from GROME (it would be handy if the RAW exporter had an option to flip the RAW output as well as the textures). If there's an alternative Unity exporter in the works I'd love to include it in the first edition. _________________ Richard
Tricubic Studios Ltd.
www.tricubicstudios.com |
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ALicu |
Posted: Tue Sep 04, 2012 1:54 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
There is no other Unity integration up until now but in the future we may start developing a more tight integration (export of other elements like object instances, roads etc). Also if there is anything we can do to help you with your current script let us know. I will add the flip option in our to-do list and push it to be ready in the next update. Let us know if there is any other options / modifications we can make to allow an easier integration. We can sign an NDA if necessary (so you can share with us your current progress).
Kind Regards,
Adrian L.
Quad Software |
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hellzakk |
Posted: Fri Nov 02, 2012 8:56 pm Post subject: |
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Joined: 27 Dec 2011 Posts: 2
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I think that you must focus your attention on the engine integration (unity, udk).
Flexman id like to buy your book  |
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ALicu |
Posted: Sat Nov 03, 2012 9:30 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
Flexman book is coming along quite nicely. I am one of the book reviewer and I must say that it is a great companion to Grome. I am looking forward for the final version too!
Kind Regards,
Adrian L. |
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hellzakk |
Posted: Wed Dec 19, 2012 9:24 pm Post subject: |
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Joined: 27 Dec 2011 Posts: 2
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ALicu |
Posted: Thu Dec 20, 2012 4:14 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
I cannot give you all the details but from the chapters I've review it seems that the book is almost done. The last chapters I've reviewed were dealing with integration with various engines. Of course the entire process may still need some time since I don't know all the editorial and publishing details.
Kind Regards,
Adrian L. |
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Flexman |
Posted: Mon Jan 21, 2013 10:55 pm Post subject: |
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Joined: 25 Oct 2011 Posts: 6 Location: Leeds, UK
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Just to add to this thread, I've been kept busy by Adrian who has done a fantastic job being the "accuracy police". My only regret is that so much had to be left out for space, the publisher has to budget for the size in advance. Even then some of the chapters overrun.
It's supposed to be a mini-book to get people new to GROME up to speed and getting something running in a game engine. I hope it's come close to achieving that. And if there's anything else that would benefit from being included after publication (current press date is 1st of Feb which shockingly isn't far off) there's the possibility of a second edition and/or appendices that can be downloaded from the publishers web site.
So to Adrian and other technical reviewers, thanks for your hard work. I hope we can squeeze in a bit more before the end. And I hope we can add more practical knowledge in later editions.
If there's anything you want to add, we have until this Thusday
No pressure  _________________ Richard
Tricubic Studios Ltd.
www.tricubicstudios.com |
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ALicu |
Posted: Tue Jan 22, 2013 7:53 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi Richard,
I am glad to hear that the launch date is so close. Congratulations for this great book, it was a pleasure to review it! Maybe I can also contact the publisher and have a link to it from our main site page. It will help our clients go directly to it.
Regards,
Adrian L. |
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ALicu |
Posted: Mon Mar 18, 2013 8:15 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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