Is it possible to get some help with terrain?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Ambrotus

FNG / Fresh Meat
Nov 15, 2011
13
1
0
I have gone and searched the forums, found one topic on this in the ro level design, but still no luck. I have then searched beyond unreal int the legacy mapping/tutorials and found something. But I still can seem to create a terrain.
I'm attempting to make a cave like thing, hoping terrain would be the proper way to go, rather than using brushes and vertacy editing doing it all by hand.

I also read something like making caves via extruding, or something.

Anyways I would like a bit of help.

Not sure if I specified what I'm asking or not, but if I didn't I'll reply with a more detailed post, later after some people ahave read and so forth.
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
If you don't want to use static meshes, you can get two terrains;one inverted(Faces upside down). You can then switch between sculpting the two terrains to get tunnels.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
For a proper cave you'll probably have to use a 3d program like 3ds Max or Maya. Here's a tutorial that sort of covers both. It explains how the UT2k4 map DM-Sae was made.
That's probably what you heard regarding "extrude".

If you want make your cave with a terrain for the ground and another for the ceiling, start with the ground, following this Terrain tutorial from angelmapper. Then create another terrain, go to the TerrainInfo and invert it and make your ceiling.
 
  • Like
Reactions: Fel

Ambrotus

FNG / Fresh Meat
Nov 15, 2011
13
1
0
Ah, thankyou murphy, I don't actually have maya, so I guess I can't use that.
But that angelmapper tutorial explains creating a lot better than the other tutorials I looked at. Thanks.

Also the 2D tool, is that incorporated within the kf editor? And do you happen to have any tutorials on it? Beyond unreal's legacy stuff, does have it, but it seems incomplete or like its not explaining it fully. I don't have the editor infront of me as I'm reading them. But like with angelmappers tutorial, I understand how to do it for the most part now.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
Yea alot of caves are done using custom mesh. but it is also good to have terrain in there as well for the ground so you can easily edit the cave. :D

Sorry i would provide tutorials, but i havent used a tutorial for like 10 years
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
Also the 2D tool, is that incorporated within the kf editor? And do you happen to have any tutorials on it?
I've always like this one. It's for a different version of Unreal, but the descriptions still applies.

If you need help with something specific in the 2d Shape Editor, like a certain tool such as Revolve, Bevel, etc. just ask for that specifically and we'll help you out. The chances to find a tutorial that covers everything well are rather slim as the whole thing is pretty much self-explanatory and if you're stumped somehow it's usually a stupid mistake.

One thing you have to keep in mind though, not sure if the tutorial mentions that, is that the you can't turn over the shape in the 2d Shape Editor! I.e. you start out with a square. Theoretically you should be allowed to take one edge and move it across the one diagonally from it to create some sort of boomerang shape. However, due to the mathematics behind the tool, this shape would be bugged and doing anything with the resulting brush would result in BSP cuts because it's inside out! Just imaging the shape you're working on like a rug and make sure you keep its plushy side up.:)
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
youre better off learning 3dsmax (maya is for hi poly stuff, which u dont want) to make meshes for unreal (or any other game), because you can make them either static or dynamic.
this way your not limited to the ones that come with kf.

using the 2d shape tool should only be used for super simple things, non-convex stuff, because bsp's like to flip out and do weird things sometimes.
 

Ambrotus

FNG / Fresh Meat
Nov 15, 2011
13
1
0
If you made something with maya, wouldn't you be able to use the merge polys and reduce the poly count that way?
It said something like that on beyondunreal
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
yeah something like that, but i havent used maya before.

gunslingor has made statics using maya, and some he has made are through the roof, eg; 56,000 tri's for a curtain
i have tried to decrease them in 3dsmax but i'm not that good with it, so they just end up looking "crumply".
so instead i just remake them in 3dsmax, with tri counts of about 1600.
 

Ambrotus

FNG / Fresh Meat
Nov 15, 2011
13
1
0
I've never used it either, I was just refering to the merge poly thin in the kf editor when you right click. But yeah, I'll see about trying both and so forth