Polygons Editor
Last updated
Last updated
The Polygon Editor is part of the Land Editor group. It provides a simple tool for modifying the polygonal mesh of the terrain surface.
Brush
The main tool for creating and editing polygons on the terrain surface
Level
Determines the fineness of the polygonal mesh. Select a value from 0 to 5 in the dropdown menu
Level Up
Doubles the base size of the terrain surface polygon with each click
Wireframe Checkbox
Enables the display of the polygonal mesh, making it easier to control the polygon editing process
Use the Level Up function only when absolutely necessary, as it changes the base size of the polygon. Each click doubles the base size of the polygon. This operation is irreversible.
Adding/removing polygons
Splitting/merging the polygonal mesh
Splitting polygons increases their number, which affects game performance.
When splitting polygons, ensure the mesh remains intact. Avoid splitting where a polygon vertex lands on the edge of a neighboring polygon, as this can cause holes in the mesh when editing vertex heights.
Brush size is adjusted using Numpad Plus (+) and Numpad Minus (-) keys.
Set the polygon fineness using the Level parameter.
Adding polygons and adjusting polygonal mesh fineness - move the mouse while holding the left mouse button (LMB).
Removing polygons - move the mouse while holding the right mouse button (RMB).
The editor allows you to fix the width of the growing or deleting polygon strip to the brush diameter by adding key combinations
Shift+X: fixes the strip width relative to the X-axis
Shift+Y: fixes the strip width relative to the Y-axis
Adjust the brush size based on the width of the polygon strip to be deleted or grown
Hold down LMB/RMB to grow/delete
Without releasing the mouse button, consecutively hold down the Shift and X/Y keys to fix the polygon strip width
Move the mouse to draw the desired length of the strip
The image illustrates how the editor can be utilized to modify the terrain surface by adjusting the mesh splitting level to achieve optimal results.
It is recommended to use polygon splitting for detailing the terrain and creating transitions between materials.