You must have created a new map to follow this example.
Having sufficiently beaten the terrain system to death through explanation, let's get on with what we are most interested in, which is creating our own heightmap to use for our game:
Note that, by default, the water is set to a height of 16 meters. Since we flattened our terrain to a height of 20 meters, we have a 4-meter difference from the terrain to the water in the center of the map. In the perspective viewport, this will look like a steep cliff going into the water.
Outside Radius = 50
Hardness = 1
I find it significantly easier to gauge the effects of the smooth brush in the perspective viewport.
A good technique is to use the Rise/Lower brush and only click a few times, and then use Shift to switch to the smooth brush and do this multiple times on the same area. This will give you some nice terrain variation, which will serve us nicely when we go to texture it.
Don't forget the player's perspective
Remember to switch to game mode periodically to inspect your terrain from the players level. It is often the case that we get caught up in the appearance of a map by looking at it from our point of view while building it, rather than from the point of view of the player, which is paramount for our game to be enjoyable to anyone playing it.
Book_Example_1_no_color.cry
.In this particular example, we used one of the three different techniques to create height maps within the CryENGINE sandbox:
You now have a level with some terrain that looks somewhat like a beach, a flat land area, and some mountains. This is a great place to start for any outdoor map as it allows us to use some powerful out of the box engine features like the water and the terrain. Having the mountains surrounding the map also encourages the illusion of having more terrain behind it.
With the settings we just explored, try to add some more terrain variation into the map to customize it further, as per your game's needs. Try using different settings for the brushes we explored previously. You could try adding some islands out in the water off the coast of your beach or some hills on the flat portion of the map.
Use the Inside Radius and Outside Radius, which have a falloff of the brushes settings from the inner area having the strongest effect and the outer having the least.
To create steeper hills or mountains, set the Inside Radius and Outside Radius to be relatively similar in size. To get a shallower and smoother hill set the Inside Radius and Outside Radius further apart.
Finally, try using the Hardness, which acts like the pressure applied to a brush by a painter on canvas. A good way to explain this is that if the Hardness is set to 1, then within one click you will have the desired height. If set to 0.01, then it will take 100 clicks to achieve an identical result.
You can save these variations into different .cry
files should you wish to do so.
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