Originally posted by mister_cope
bot_40 swears by the terrain brush i think. your best bet is to either quiz him on it through pm's, email, icq, irc or something. if nothing else, he is bound to know a good tutorial because he uses terrain a hell of a lot.
lol, /me loves UED terrain brush
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I don't know any good tutorials. Everyone will tell you to use either terra-edit (which I think looks rubbish because it is all 90/45 degree angles) or tessalated cubes which I don't find very easy to use. I also find it's easier to get bsp errors with them.
If you can be bothered...this is basiclly how I do my terrain:
I use the ued terrain brush. I normally use a 'grid' spacing of 1024x1024 for large areas or 512x512 or sometimes 256x256 for smaller areas.
Then you can vertex edit it into any shape you want.
The most important thing I think is to edit the vertexes laterally aswell as vertically. This will make your terrain look much smoother and will get rid of all those sharp corners.
Once that is done I subtract the brush, check for collision/bsp errors then allign the textures. Do a final check. Then merge the polys to get a lower poly count.
Then the terrain will still look really empty so I add tessalated cubes for rocks and ledges. Then if I do something wrong, I can just delete that brush. If there is something wrong with the main terrain brush you can use tessalated cubes to add or subtract bits out of it allthough subtracting bits without getting errors can be tricky so I try to make sure I'm happy with the base brush before I carry on with the rest of the map (I hope claw didn't read that
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Then add buildings. Take polyscounts from around the map then add more rocks to cut the view up so that you can't see too much of the map at one time. It's surprising how much lower you can get it.
Avoid using translucent water over large areas (eg rivers, lakes) this will gratly increase your polycount.
Lastly add trees and plants (not too many) more than 5 in view will start to slow the map down me thinks.
misc. stuff
Still not sure which is better to make rivers, modify the base brush to create a vally then add water, or add a series of tess. cubes. I'm still experimenting
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I'm discovering that using different rock textures is quite effective. So are path textures, but be sure to add the dirt paths before you merge the polys otherwise it might merge 2 polys when you want one of them to have a path texture.
Caves I always do with tss. cubes. Usually sets of 2 cubes stacked on top of each other so that the walls aren't straight.
Also, you can go a bit wild if you are doing a small cave as using tess. cubes for caves produces low polycounts.
If you get bsp errors, make some of the tess. cube rocks semisolid.
If you get collision errors in your main brush, you can vertex edit it a bit to see if that helps. subtracting cubes in that area will almost certainly not help.
Try tracing where the collision error goes then add a tess. cube rock (solid) along the line of the error. This should help.
I aim for poly counts of around 140-180 polys for the actuall terrain. I try to keep it lower in areas that will have buildings in by blocking the view with rocks. (I like to make my maps low poly
Enough ranting. Hope you learnt something if you read that.
[map pimp]
If you want to see some of my terrain download ctf-dmut-lostvally from nalicity (in the last update). It's not as good as the map I'm working on at the moment but it's not bad. The terrain on dm-dmut-cryptic][ is simple but it isn't that bad. It's REALLY low poly (60 for the main brush!).
[/map pimp]