Feature Creep / Cut away the terrain tool[Cave]

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mfgcasa
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Posted: 17th May 2014 15:01
I noticed that the terrain is made of vertices.(Duh) So if we could get a tool to 'cut' them away that would allow for objects to be placed under the terrain e.g. a cave. An engine which does this is the Cry Engine and I think it would be very easy to implement into FPSR which will allow people to create a better open world.



Some of my own ideas would be Tunnels, Sewers, Caves, Hidden Nazi Bases etc etc.



What do you guys think?

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almightyhood
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Posted: 17th May 2014 15:43
this topic has a thread or three already.. just search through the forums and you will find them.

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Imchasinyou
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Posted: 17th Jun 2014 00:11
Wow with so many requests you would think it was a good idea or something. . . . . lol

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almightyhood
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Posted: 18th Jun 2014 18:36
yep defo is, I want to be able to sculpt the terrain in a game I make so ( in standalone and in editor )..

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Scene Commander
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Posted: 20th Jul 2014 09:06 Edited at: 20th Jul 2014 09:08
I think that this effect would be better achieved using the ConKit when it's released and a level jumping system. Carving away terrain produces a lot of polys, which in turn causes performance issues. We are aware that users want and need to make indoor scenes.



SC

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Lordstephix
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Posted: 27th Jul 2014 11:21
Thinking far, far, far out of the box. If you can paste down bricks then paint terrain over those bricks. You do that. Then you remove the bricks and boom. A cave.

**Lordstephix**
Teabone
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Posted: 1st Aug 2014 04:36
I agree with SC, I'd much prefer using secondary maps for when I enter something like a cave. Rather than adding more polys by cutting into the terrain map.

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mfgcasa
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Posted: 6th Aug 2014 22:07
@Scene Commander
@Teabone

What I meant by 'cut' is quite literally destroying the vertices to allow a cave to be placed through the terrain.(I can't see this as being a massive resource hog, although there could be something i'm missing)

Just to c
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tomjscott
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Posted: 6th Aug 2014 22:52
I agree with mfgcasa. This should be a possibility in the future.

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rolfy
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Posted: 7th Aug 2014 01:03 Edited at: 7th Aug 2014 01:37
I understood this to be a planned feature for terrain from some time ago, where faces could be removed under buildings etc to allow for exactly what you are asking. I was getting kinda confused by answers myself which said you would be adding faces to terrain for this, when your actually removing them.



To me it is unlikely that reloaded terrain would ever add faces to what is already a massive count, but what would and could work better, if possible, would be for smaller areas of terrain which could use an increased poly count to create more detailed terrain areas. If I want to use a quarter of the map you could double that face count and still make a saving on poly's, by removing all unwanted terrain. I know this would mean more faces in render view but with proper culling and smaller LOD ranges this could still be very workable.



Even the current feature to remove terrain from render to increase frame rate, (this doesn't remove the terrain or collision with it) might be expanded upon to use areas instead of entire map. Removal of entire areas from render could have a similar effect...all the same the increase (quadruples my own framerates) doesn't remove the faces themselves so the saving is in the render cost obviously.With all texture channels and a heavy duty shader removed from the equation this is not surprising, but tells me poly count is not the real problem for performance here..



Whatever, some kind of boolean function to cut away areas of terrain is in fact required and not too much to ask for.

A funny thing happened on the way to the forum...
mfgcasa
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Posted: 7th Aug 2014 07:10
@rolfy, That would be a great idea allowing us create these very beautiful, natural hills close by with lots of polys allowing for less jagged edges on those hills(The background image to left is a fine example of where I would use such a tool) while stil
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