Welding terrains

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Welding terrains

Postby Vilham on Tue Nov 30, 2010 10:02 pm

So ive been looking all over the web for tutorials that tell me how to weld two terrains together with no luck. Is this even possible? or do I need to just over lap them?
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Re: Welding terrains

Postby MayheM on Tue Nov 30, 2010 10:10 pm

it is possible using the "Sew" option. Select the two terrains and just click the sew button under the displacement tab. The only catch is the original brushes need to be on the same plane/grid. I can explain it more if you need me too...
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Re: Welding terrains

Postby Vilham on Tue Nov 30, 2010 10:14 pm

This is for unreal btw :D not source
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Re: Welding terrains

Postby MayheM on Tue Nov 30, 2010 10:43 pm

ooohhhhhh then forget what i said... I have not idea how to work in unreal...
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Re: Welding terrains

Postby Habboi on Tue Nov 30, 2010 11:04 pm

I'm sure it's possible. I've yet to delve into terrains but wouldn't it be better to just model it? You could then use vertex painting on it to vary the material.
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Re: Welding terrains

Postby Vilham on Tue Nov 30, 2010 11:49 pm

Terrain in Unreal already has vertex painting :D with as many layers as you want. And you can add deco layers too. Besides im not a great modeler.
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Re: Welding terrains

Postby Habboi on Wed Dec 01, 2010 2:04 pm

Well up your game :D After all UDK works well with models ;)

I googled for some tutorials but they all make massive terrains and just show how to paint them. There must be an option in the terrain editor to just connect the edges. If worse comes to worse, flatten the edges of both terrains and line them up and then select them both and raise/lower etc?
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Re: Welding terrains

Postby Plague on Wed Dec 01, 2010 2:49 pm

Are you really supposed to separate terrain?
Maybe UDK can handle it on a large scale, and as such does not need a sew-like option.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Welding terrains

Postby tundra_cool on Wed Dec 01, 2010 5:51 pm

Place the terrain actors side by side. If they their properties are compatible (duplicating one will almost always make them sew) with eachother, they will snap and sew automatically when you paint them.
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Re: Welding terrains

Postby Vilham on Wed Dec 01, 2010 8:17 pm

Plague wrote:Are you really supposed to separate terrain?
Maybe UDK can handle it on a large scale, and as such does not need a sew-like option.

Yeah im thinking of just making a mega terrain and where I want radical changes in height I can simply hide it with static meshes.
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