Scenario Editor: Terrain Elevation Tools

  • Game Version: v.100.17.22308.0

  • Build Number: 481060R

  • Platform: Steam

  • Operating System: Windows 11

Issue:

Elevation change using the elevation or sample tools results in visual artifacts in the terrain mesh. Units can move directly through the raised terrain edges; it appears to be strictly visual. While this is not game breaking, it greatly effects making custom scenarios.

Repro Steps:

  1. Open scenario editor on new map.
  2. Select raise terrain tool.
  3. Open brush settings.
  4. Set Shape to square.
  5. Raise a portion of the terrain.
2 Likes

You need to create Path Block underneath the raised terrains if you want to block unit pathings so they can’t go there there. You can find it in the Objects panel.

The alternative to block pathing is to use the cliff tool instead.

The game applies a weird transformation when using the sample elevation tool, to fix it, you need to use the smooth tool on the whole elevated terrain.

The artifacting needs to be fixed. I hate that i can’t have perfect square topped mounds like in the original game.

Hi RoomOfTheEvil,

I appreciate the reply, but these are known to me. See SoullessHeathen’s comment below, they hit it on the nose.

I’m using the term artifact but I’m guessing this is just a vertex transformation on the shader.

If you smooth the terrain, it does remove the artifacts, but units then path with the elevation change when they move towards the edge. A work around is to use the path blocks to define an edge before the terrain starts to drop, but if the terrain itself didn’t have the artifacts it wouldn’t be a problem.

Using the cliff tool hides the artifacts but that’s all. The artifact appears to be proportional to the slope of the cliff. If you transition the slope over multiple tiles, you don’t get artifacts, but if you want a sheer drop, you get the artifacts.

I’m guessing they were intentionally added to the game to make the displacement maps more pronounced for the cliff textures, for natural terrain it looks great. If this is true, I doubt they’ll remove it. Ideally it could be a configurable setting in the scenario world settings, or even better yet, have it entirely go away if the textures displacement strength is at 0.

Anhysbys