How can I lower terrain instead of raise it?

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

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

sorry if poor explanation, but i guess what im getting at is can you only raise landscape from 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

Hey bennetherwood,

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

Hope that helps!

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

thanks, sorry if im noob questions :smiley:

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

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 landscape tool to create a spherical planet, but you may be able to piece together separate pieces. landscape tool is useful, but I believe many game developers create static meshes with their own LOD details for their environments.

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 :smiley:

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

however is 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 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 landscape created and LOD reduction from an algorithm and created

on spot relative to where character is ?? or is landscape created and reduced from mesh from memory ??

thanks

I’m glad you got it working. This post has veered pretty far from topic of original question, and is starting to get into a conversation about best way to make your game. best place for this conversation is actually forums, where community can chime in with different ideas on 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 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 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 forums because answers will be pretty broad.

Best,

thank you so much, I will never know this if not meet your answer