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How can I lower terrain instead of raise it?

i was wondering if there is a way to make the landscape have an indent from the initial plane

you can currently do this with the landscape, only raise it from the base line or initial plane created

sorry if poor explanation, but i guess what im getting at is can you only raise landscape from the initial plane created ?? (I.E. if you created landscape from no height map and hadn't yet "carved" into it) not lower it below that plane ??

can you please help me to make it possible ??

thanks

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asked Jun 11 '14 at 07:37 PM in Using UE4

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bennetherwood
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Hey bennetherwood,

When using the Sculpt tool in the Landscape editor, you can use Ctrl+LMB to raise the terrain and Shift+Ctrl+LMB to lower it. You can create an indentation in your landscape this way.

Hope that helps!

Ben Halliday

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answered Jun 11 '14 at 08:43 PM

avatar image bennetherwood Jun 12 '14 at 10:31 AM

thanks however i was wondering if there is anyway to create this result (deforming landscape below initial line) with a heightmap?? at the moment the black areas for depressions appear to just be taken as the initial plane and the white only cause a upward push into the mesh.

what im trying to do is create a landscape which can be used for a planet (so either a full sphere or i could use 2 half spheres) do you know of anyway to do this ?? i dont think you can import a mesh to replace the landscape can you ??

thanks, sorry if im asking noob questions :D

avatar image newbprofi Jun 12 '14 at 10:48 AM

Heightmap uses unsigned int16, so by default Ground level = 32768 (not black). So you should use heightmaps filled with default values = 32768. I suppose.

avatar image Ben Halliday STAFF Jun 12 '14 at 05:47 PM

Would you mind attaching your heightmap? Normally when I import a heightmap, it places it correctly, so I'd like to take a look at yours and see what's different.

You won't be able to use the landscape tool to create a spherical planet, but you may be able to piece together separate pieces. The landscape tool is useful, but I believe many game developers create static meshes with their own LOD details for their environments.

avatar image bennetherwood Jun 12 '14 at 08:57 PM

I think my height map is working and i can create a depression i think it was just because i created it in an empty level i thought that there was none :D

here is a shot of the map and also the depression/ elevation relative to a landscape which hasn't been edited

however is the method of using several landscapes to make a planet feasible in a game where there may be 100+ planets, each one you must be able to zoom into on the scale to view a tree say a tree, and each planet must be large i.e. a reasonably close representation of a tree relative to earth ?? does a landscape that is far away reduce in memory usage? i.e. is the landscape created and LOD reduction from an algorithm and createdalt text on the spot relative to where the character is ?? or is the landscape created and reduced from the mesh from memory ??

thanks

untitled-1.jpg (405.5 kB)
avatar image Ben Halliday STAFF Jun 12 '14 at 10:59 PM

I'm glad you got it working. This post has veered pretty far from the topic of the original question, and is starting to get into a conversation about the best way to make your game. The best place for this conversation is actually the forums, where the community can chime in with different ideas on the subject. There are a number of similar conversations going on already that involve large world games, and you might find something useful there.

I can tell you that you'll most likely end up creating meshes rather than using the landscape tool if you're looking to create an entire planet. You'll be able to set LOD levels for these meshes based on camera proximity to them. As for having multiple planets... I don't think you're going to want to have multiple planets visible at the same time without some serious LOD work, which again probably means using static meshes for your worlds.

If you run into specific questions about anything as you start building your game, we can look into them here on AnswerHub. For these questions, however, I would suggest looking into the forums because the answers will be pretty broad.

Best,

Ben Halliday

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