dennis Posted January 21, 2015 Share Posted January 21, 2015 Hey guys, I'm designing a huge outside map, which kinda eed to have lower parts in the terrain where for example; rivers can be drawn. Is it possible to lower the terrain on several parts? in LE2 you had to use CTRL+mouse button. but how could this be done in LE3.X? Cheers guys! Thaks in common Quote Link to comment Share on other sites More sharing options...
Olby Posted January 21, 2015 Share Posted January 21, 2015 It is the same. Choose sculpt mode, hold down CTRL and drag your mouse cursor. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
dennis Posted January 21, 2015 Author Share Posted January 21, 2015 Still won't work. it only levels till the "0" point of the grid. it needs to get below it. Quote Link to comment Share on other sites More sharing options...
klepto2 Posted January 21, 2015 Share Posted January 21, 2015 this was not possible in LE2 as well, you need to raise the terrain in general to a certain value and then carving your river out. [Edit:] Might be a nice feature. Raising the whole terrain by a certain amount. 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
YouGroove Posted January 21, 2015 Share Posted January 21, 2015 Why not move, rotate scale terrain ? (It's 3D mesh , i don't understand this limitation) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
klepto2 Posted January 21, 2015 Share Posted January 21, 2015 while its representation is a 3d mesh or better a bunch of smaller 3d meshes it is bound to heightmap which is limited to 0..1 or 0..255 values depending on the internal format. Also a terrain system is a very performance hungry system in every engine so the culling, position calculation etc needs to be very optimized and if you can rotate, move or scale a terrain you always need add some cpu consuming matrix math to nearly each calculation. I agree that moving a terrain should be possible without much performance loss (it more or less just an offset addition), but scaling and rotating are too calculation heavy for such a system and can break the whole performance. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
dennis Posted January 21, 2015 Author Share Posted January 21, 2015 it was possible in LE2 @klepto2 it did it before, at least in LE2.3 and 2.5 .. Quote Link to comment Share on other sites More sharing options...
cassius Posted January 21, 2015 Share Posted January 21, 2015 As far as I can remember in le 2.5 you created the water at a certain depth and hen used sculpt to lift up parts of terrain to create lakes and rivers Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted January 21, 2015 Share Posted January 21, 2015 it was possible in LE2 @klepto2 it did it before, at least in LE2.3 and 2.5 .. What was possible in LE2? going below 0? no klepto is correct. I think you are thinking of the altitude feature but that was afaik just scaling in the Y direction - which could be used to move the terrain above the global 0@Y. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
gamecreator Posted January 21, 2015 Share Posted January 21, 2015 Related: when you exported/imported heightmaps, 0 height was absolute black. I think that if you could dig lower, 0 height would have been some shade of gray instead. Quote Link to comment Share on other sites More sharing options...
dennis Posted January 23, 2015 Author Share Posted January 23, 2015 hmm thanks though! I'm adding some height to my map so I can carve out rivers and such Quote Link to comment Share on other sites More sharing options...
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