UE1 - UT Terrain Question, Tessellated Cubes

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Chopin

New Member
Aug 23, 2005
174
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Yes it's talking about the terrain brush; if by funky results you mean bsp errors, try reducing the number of tesselations or increasing your grid size or both.
 

Chopin

New Member
Aug 23, 2005
174
0
0
I think the purpose of doing this is so the tops of your cliffs will be jagged instead of flat. You'll set the roof of your bottom brush to fake backdrop anyway because it will be your sky.
 

rmcollins3

AKA "Doublez-Down"
Yeah I think I didn't have the terrain brush low enough down on my canyon brush(es), so it wasn't subtracting properly after editing the vertices and was leaving sections. Lowering the terrain brush (or raising the canyon brush) solved the problem.

I'm at work, but it seems hitting intersect before subtracting the terrain brush (sky) could cause mass BSP holes.

Also - I don't really see the benefit of using this method as opposed to simply adding the vertex edited tessellated cubes inside a larger subtracted cube, then deintersecting the entire finished terrain into one brush to subtract.
 
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