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Clipping LOD Terrain?

Posted: Wed Jul 24, 2002 10:26 pm
by RedRanger
How do you shape LOD Terrain around walls and buildings? From what I've seen, you can't clip it.

Adam

Posted: Thu Jul 25, 2002 12:02 am
by McBa1n
I'm still learning the terrain, so I'll do my best with what I've found.
I studied it today for a bit, and basically what it comes down to is you have to either place walls/structures IN the terrain (overlap the brushes into the terrain, that is), OR, what I do is, go to the show area filter, change the 'radius' to '64', and then adjust single vertices and level them with whatever it is you are placing or lining up on/alongside the terrain.

I hope that answers your question... Terrains tricky to mold the way you like, ultimatly I end up moving vertices singly to get just the right touch.

Theres still a lot I have to learn with the terrain editing features, this is just what I know so far.

-McBain

Posted: Thu Jul 25, 2002 1:45 am
by RedRanger
I'm not quite clear on what you're saying.
What I'm trying to do is mold the LOD Terrain around some trenches. The terrain has to end at the edge of the trench, it can't overlap.

LOD

Posted: Thu Jul 25, 2002 4:11 am
by tltrude
You can highlight a single patch with Ctrl + Shift + left click. Then go to LOD Terrain and click on disconnect selected patches. Now you can move that patch to the edge of the trench. For the other side create another patch. They don't have to be connected to the normal terrain, but if you don't have a caulk box under your sky box you may get leaks.

Look at the m4L0 map in the Docs folder and you'll see they have made lots of independent terrain patches and a caulk box under it all. There is a terrain tutorial in the docs folder too.

To make a trench with normal terrain you should do what Macb1n said: Hit shift A and adjust the bulge smaller and the slider to 64. Then hold Ctrl and click on all the pink dots for the trench and drag em down together. But, you'll never get streight sides for the trench doing it that way. So you'll need to make worldspawn brushes for the sides that stick through the terrain.

Note: Under LOD Terrain you can select scale 1 to better see where your terrain is, but it lags the editor.

Posted: Thu Jul 25, 2002 3:21 pm
by RedRanger
I'm still having problems but I have to be getting closer...

Alright, when I ctrl-shift left click, it selects all the triangles. What am i doing wrong?

Adam

patch

Posted: Thu Jul 25, 2002 4:29 pm
by tltrude
By "single patch", I mean a 512 X 512 area. I don't know how to select smaller. It may have something to do with "Facet Mode", but I haven't figured that out yet.

Hey just found this in the MOH Terrain Editing Manual file in the docs folder:

---------------------------------------------------------------------
Selecting Terrain

1. Individual Patch Selection: CTRL-SHIFT-Left Click to select one 512x512 patch
2. Multiple Patch Selection: Same as #1, repeat as required
3. Full Mesh Selection: SHIFT-Left Click to select a whole connected mesh
4. Vertex Mode: Select some terrain, press V to go to vertex mode
5. Vertex Selection: In Vertex Mode, left click any vertex in 2D/3D windows
6. Multiple Vertices: Drag over vertices in 2D, or CTRL-Left Click vertices
7. Facet Selection: CTRL-SHIFT-Left click faces when in Facet Mode

To disconnect terrain patches from a larger mesh of patches, select the individual patches you want to remove, and press SHIFT-X to separate the patches from the larger mesh. You can now delete the separated patches, or move them somewhere else and reattach them to another continuous mesh.
---------------------------------------------------------------------

So try Shift x, but they may be talking about a 512 X 512 patch. Number 7 must be what you are looking for. Anyway, read MOH Terrain Editing Manual.doc in the docs folder of MOHTools.

Posted: Thu Jul 25, 2002 5:17 pm
by RedRanger
Yes! Facet Mode is exactly what I needed! Thanks!

Posted: Sat Aug 03, 2002 8:15 am
by Balr14
You can select individual triangles and make them non-display in facet mode by deleting them. The nice thing about that is if you change your mind, you can restore them because they were never really gone.

Unfortunately, there isn't any method that gives you real finite control over shaping LOD terrain edges. The best solution for when you need to that type of control is a patch mesh. You can move individual vertices anywhere you want. They are a bit harder to work with and sometimes they texture funny but once you get the hang of them it's hard to go back to LOD terrain. But, LOD terrain has superior LOD rendering functions.