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Proper way to export a terrain?

hello everyone!

Is there a proper way to export a terrain to .MAX? i would like to build a structure/buildings based on the terrain measurements. here's the image of the terrain then i would just build walls on it so i can get the exact measurement and look that i want. Thanks a lot :) alt text

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asked Mar 13 '10 at 09:51 AM

Albert gravatar image

Albert
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Nice terrain btw... :)

Mar 13 '10 at 01:02 PM Lipis
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3 answers: sort voted first

If you want to export the terrain as a mesh, use this script on the wiki, which will export it to an .obj file.

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answered Mar 13 '10 at 06:07 PM

Eric5h5 gravatar image

Eric5h5
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Hello Eric! it worked! and you wrote that script! haha :) I made a new folder in the Asset folder and called it Editor and put the script in it, then the Export Option under Terrain menu appeared. thank you. :)

Mar 13 '10 at 11:39 PM Albert

I noticed this script seems to export the width and length wrong, they're switched.

May 06 '11 at 01:59 PM Steven 1

@Eric5h5 can you please confirm that the tool still works as intended with unity 3.4?

I'm getting an error while trying to run it on the bootcamp mp demo terrain (trying to export the map to understand the dimension-conversion and create a new map and import it back into unity).

The error is "can't use image filters (npot-RT are not supported or RT are disabled completely)"

The created obj imports seemingly correctly in blender. Is this perhaps related to the fact I'm not using the pro version of Unity?

In any manner, thanks for the great utility.

Aug 25 '11 at 08:32 AM roamcel

wow! you my friend are amazing! worked perfectly!

Feb 09 '12 at 03:11 AM IMTRIGGERHAPPY9

The mesh exported seems to use a different coordinate system than what Maya uses. 1) The terrain is very small (nothing a scale couldn't handle, though) 2) The pivot of the terrain mesh is rotated about 45 degree around the Y axis (UP)

I think it's got something to do with the whole left-handed/right-handed coordinate system conversion thingy. Any way to fix this issue? Or any way to accurately reflect the terrain settings from Unity within Maya using a sub-divided plane and the raw files for displacement?

Apr 19 '12 at 01:42 PM Marco Sperling
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SO open your .raw Heightmap file in Photoshop and save it as a .tga or .png or something like that.

In 3DS Max create a plane and set the segments to match roughly the level of detail you want. For example if your terrain is 512 square in Unity3D and your Heightmap is 513, then you're working with vertices approx 1m apart. If that's what you want create 512 segments on a 512m plane.

Collapse the plane to an Edit Poly and then place a Displacement Modifier on top. In the Displacement Modifier panel you can load your heightmap where it says "Bitmap". Now simply scale up the "Strength" parameter and there you have it.

c

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answered Mar 19 '10 at 04:01 PM

chad gravatar image

chad
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If you go to Terrain menu you'll see that you have Import/Export Heightmap - Raw... options. After exporting it, it shouldn't be hard to import it in 3ds Max or in Photoshop.

You can read more about how to deal with Terrain in Terrain Engine Guide in Reference Manual.

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answered Mar 13 '10 at 12:58 PM

Lipis gravatar image

Lipis
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Hello Lipis! thanks for the response. I can't find a way to open the .raw file into 3Dsmax or a way to convert it to something max could open. Its weird google can't give me anything about it. Thanks Lipis.

Mar 13 '10 at 11:40 PM Albert
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asked: Mar 13 '10 at 09:51 AM

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Last Updated: May 28 at 06:53 AM