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Level Design [Request] A more detailed guide of altering the terrain

HuNteR-

Grizzled Veteran
Apr 11, 2011
679
439
Up there, in the trees...
I was wondering if someone had already made or is willing to make a more detailed guide specifically on how to alter the terrain in a map.

I've followed youtube videos for Unreal mapping but nothing really hits the button.

When I get to the stage to alter the terrain in terms of making hills or craters things take a turn for the worse. It either just doesn't work at all, or when it does kick in it makes things go extreme.

Any help would be cool.

Thank you in advance.

HuNteR-
 
I think these are pretty good:
http://udn.epicgames.com/Two/CreatingTerrain.html
and
http://udn.epicgames.com/Two/EditingTerrainMaps.html

Couple of additional things I had to get used to:
Always make sure you have the right tool equipped (e.g. Painting) and the right thing you want to edit! E.g. if you want to paint on a layer the layer has to be selected. If you want to paint on the heightmap of the terrain the heightmap has to be selected! Make doubly sure everything is in order there.

For painting I have found that with terrain layers it pretty much does what it's meant to so you should have no problems (with the above in mind), but for height you might want to stay under 25% unless you really want to paint huge mountains!
Also digging and adding are differently strong. I find that adding under 9% does nothing at all and anything above 15 is very strong. So I usually set it to 10% for my usual work.
Digging is stronger and also works on lower percentages. I usually leave it set to 10% but sometimes I lower it to 5 when I'm doing a lot of finely detailed digging.

Anything in particular you want to know?
 
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Stay with lower sensitivity (>20%), anything higher is usually unmanageable unless you are working with a huge landscape. For me I usually use the painting tool with a wide radius to get my basic hills and valleys. I then go over it again with a smaller inner radius to get some more depth and detail and hit it really quick with a very low smoothing(5~%). Then I go over it again with a wide radius/smaller inner radius vertex edit to get a more rocky/rough appearance. As Murphy said, ask if you have any other questions.
 
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