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Terrain - making angles in it and such

Posted: Sat Mar 01, 2003 5:02 am
by Ace of Spades
How do you add terrain to an area that isn't perfectly square, like trenches that aren't all straight and in line with each other but going at all different angles. How do you match up the terrain with these areas? Patch meshes? :? I'm cornfused. I know how to make terrain and all but not sure how to clip it to make odd angles and such. I tried cutting a hole in the terrain once, wrong answer, Radiant crashes. So, I have to make individual pieces to line up but terrain is 512 x 512. Is it a patch mesh thing, and if so, how do you install it with the angles cut and all? Am I really confused or what?

Ace

:mrgreen:

Posted: Sat Mar 01, 2003 5:38 am
by mohaa_rox
Try to use easygen if you want your terrain smaller.

Posted: Sat Mar 01, 2003 6:39 am
by Ace of Spades
Using Easygen, can you clip it so it is on angles and such?

Ace

Posted: Sat Mar 01, 2003 3:07 pm
by Angex
Well if you're using lod terrain, press shift+f so that you can edit the factes. Then highlight all the facets (crtl+shitf+lmb) you don't need and select delete. You can then mmove the vertecies in the usual way.

Posted: Mon Mar 03, 2003 5:08 pm
by Ace of Spades
Thanks Angex , that helps out alot! Appreciate your time and answers! That works!

Ace

:mrgreen:

Posted: Mon Mar 03, 2003 6:16 pm
by Slyk
Couple step process, as I see it:

1. When plotting the layout of your buildings, trenches, etc. consider 'where' they fall on the grid. LOD is 512x512 all the time and you can only alter this by using the 'shift-F' command and painting/deleting triangles you don't want drawn.

2. After deciding layout, build your brushes as much as possible against one edge of the grid...when you have trenches, of course you'll have or should have many angles in the line...only makes sense.

3. To fill in the open ground between your trench brushes and the LOD I'd recommend using the patch mesh. That way you can still give the terrain some features of height, depression, etc.

4. Or you can use other 'clipped' brushes to cover the open areas. This can be tricky and call for a lot of new brushes which can be a pain to line up and clip consistanly, increasing chances for leaks, etc....BUT does save a lot in FPS because it's faster/easier to drawn flat surfaces than it is to drawn adjusted patch meshes.

In the end, decide what looks best for the situation, maybe a combo of the parts. I did a large hill ALL in brushes using vertex editing to give some unique angles and matched my trench line to it, all right angles, but it worked. Just design to the situation and make it as real as possible, don't take the lazy/easy way out.