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Sub-Terrain View (transparent ground + camera beneath ground)

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Is there any way to get a sub-terrain view? That is, I need my camera below ground-level, and I also need to have a (semi-)transparent ground to see what's going on beneath there. If not, please consider this a feature request. :sneaky:

 

Use case: building compositions that all align (modelToWorld) to a central piece, typically a house. A3 structures tend to have quite some more object below ground level, be it for extended legs (towers, container buildings, ...), or outright fake terrain (e.g. old A2 warefare buildings). As long as I place objects of the composition inside, or ontop of the building, everything works out just nicely, but once you start to put pieces down right next to the building (e.g. sandbags) you'll quickly run into problems, as soon as you spawn your composition somewhere where the terrain gradient is too high: your sandbags are flying in air, while the house/building itself can count on its sub-terrain features.

The solution is straight forward: also have sub-terrain features for a meter or two, maybe more. It doesn't always work for everything, but for walls or sandbags this works just fine: stack them, maybe two or three pieces on top of each other, then put all but the top-most one below ground level. This works pretty good, but only if you plan ahead. Once you've moved your sub-terrain features below ground-level, you can't really edit stuff any longer. You're blind. And in the worst case you have to start all over...

 

You get the idea, or here, just take a look (notice the sandbags on ground-level; stack of 2 on top, another 2 below ground):

 

K19sAgD.jpg

 

Now observe how the third stack (or first row below ground) becomes visible once put down somewhere on stratis. Weren't it for these sub-terrain features, sandbags would be flying now:

bK7LdrD.jpg

 

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Btw. the Enfusion engine will allow for "terraforming", s.t. we could just (smoothly) level a certain spot if we'd like to, right?

Right?? IS THAT A YES???

:drinking2:

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