KillerSam wrote:Most people will agree, terrain and especially a room of patches is one of the hardest things to do, and pull it off, its very easy to leave a gap, or have the vertices intersecting each other at odd angles e.t.c.
not if you understand the way vertices work.
For example, using the grid and deciding the size of the terrain.
For example.
the gap you wish to make terrain is 464. You want ALL of the vertices to be on the grid, if you choose the wrong grid size, some of the vertices will be on the "0.5" grid (between the gridlines on size 1). This is not what you want...
So, you need to work out what terrain size to use...
So, easiest way is factors...
1 - 464
2 - 232
3 - 154.666
4 - 116
5 - 92.8
6 - 77.333
7 - 66.286
8 - 58
9 - 51.555
10 - 46.4
11 - 42.181
12 - 38.666
13 - 35.692
14 - 33.143
All factors with decimals are automatically not used.
So, we have remaining... 1,2,4,8
If you have odd numbers, try and remove them from the equation, if not you need to work on gridsize 1.
Now depending on what you are doing we will choose the best density.
For caves, the higher the density, the higher the detail. For less detailed things (mountains in the distance, use lower density).
Now if you want to use density of 8 you must choose the number 9 in the terrain window. This is because the number of vetices is 1 more than the density. (For example, create a 256x256 box and make a terrain of 8x8, the patch will resize, then try again with 9x9, patch does not resize).
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Now if you have a number with an impossible gridsize to work with (for example, 347), you can create an easy work around.
Pretend the gridsize is 346, and do the above to work out a good density. Then, set grid size to 1, and move the final column 1 space along. You will have 8 vertices a set
'n' units apart and the final vertice
'n+1' units apart.
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This is not as complicated, just requires a bit of brain work and common sense, once you have this sussed, you then are able to work better with patches.