Product Chat (Early Access) / [SOLVED] Can the terrain generator be tricked into producing a "coastal line "?

Author
Message
yrkoon
20
Years of Service
User Offline
Joined: 14th Jan 2004
Location:
Posted: 6th Apr 2022 16:22
I found it quite cumbersome to create pieces of land, bordering on the sealine, and then, they are "only" 5 Km wide at best, with water to the left and right, always suggesting an island rather than a "continent" when approached from the seaside....
There are certainly scenarios for which this is inconvenient (e.g. the starting scene of "Predator" ) .

Not sure whether this can be overcome using an imported custom heightmap, since opposed to these, the terrain generator creates infinite (looking) terrains. It is clear that the EDITABLE part of such a coastline will max out at 5Km width anyway, but that is another story (and most likely enough for the scenario(s) I have in mind).
Any ideas ?
Lives of great men all remind us we may make our lives sublime
Core i7 4710 QM GTX 980 MQ 16GB RAM Win7

The author of this post has marked a post as an answer.

Go to answer
PM
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 6th Apr 2022 16:29
Why not, once the terrain is in the actual editor (not the Terrain Generator, but the editor that comes afterward), use the terrain editing tools to sculpt the terrain to get what you like? You can raise the other side, for example, to make the sea on that side go away, etc. The Terrain Generator is kind of meant to be a beginning point. Then you take the terrain sculpting tools and complete the task, sculpting the terrain to get what you envision.
Intel i9-10900K 5.10GHz, 64 GB RAM, Nvidia GTX 1080 ti 11GB, Windows 10 64-bit, dual monitor display
ThomasG81
2
Years of Service
User Offline
Joined: 27th Mar 2022
Location:
Posted: 7th Apr 2022 22:28
i was wondering this myself.
Not just seas and oceans could be problematic, it could be any body of water.
For example, what if i need a river that runs beyond the area of editable land. It will look really rubbish if it just 'cuts off' within the 5km square.
PM
Necrym59
8
Years of Service
User Offline
Joined: 2nd Jul 2016
Location:
Posted: 7th Apr 2022 23:03 Edited at: 8th Apr 2022 01:24
This post has been marked by the post author as the answer.

You mean something like this
Quickly made from this


the bay area was the playable area by the way.

Attachments

Login to view attachments
PM
Casigus
7
Years of Service
User Offline
Joined: 15th Sep 2016
Location:
Posted: 8th Apr 2022 00:07
go here. find a place you like, render, export import into max, BOOM anything you want. super easy.

https://tangrams.github.io/heightmapper/
PM
yrkoon
20
Years of Service
User Offline
Joined: 14th Jan 2004
Location:
Posted: 8th Apr 2022 13:28
@ThomasG81 Yeah, pretty much. The not-so-funny thing is, that the river water (which is quite good with its muddyness) usually looks totally different from the sea water it runs into, even if one confines oneself to the 5x5KM area.
Lives of great men all remind us we may make our lives sublime
Core i7 4710 QM GTX 980 MQ 16GB RAM Win7
PM
yrkoon
20
Years of Service
User Offline
Joined: 14th Jan 2004
Location:
Posted: 8th Apr 2022 13:43
Yeah, Necrym59 & Casigus, thank you both. I was aware of this option/solution, of course.
Not that it is bad, infact yours looks pretty good, Necrym59.

Only I'm not sure where the (reasonable) limits for this manoeuver are. Admittedly, the wider/longer the desired coastline is supposed to be, the rarer the use case ( say, a Space Shuttle flying in from 8.000 mls high ), so i don't really mean to press tgc to implement this with the terrain generator. But in theory, the terrain generator should be able to create arbitrarily long shorelines (only not now or for the foreseeable future). It just m i g h t come in handily for a few of us.
Lives of great men all remind us we may make our lives sublime
Core i7 4710 QM GTX 980 MQ 16GB RAM Win7
PM

Login to post a reply

Server time is: 2024-09-09 06:45:44
Your offset time is: 2024-09-09 06:45:44