Comments (2)
Ctrl+C the contents of this PasteBin link, right-click on "Terrain Generation Parameters", and select paste. It's not perfectly flat but should give you a good indication as to how to go (reduce max values on uneroded/eroded to flatten, up moisture to reduce sandy patches): http://pastebin.com/PcsSvGNu
Caveat: these values are from a slightly outdated build of BrickGrid (should still work), and it's possible they'll zero out your Dirt Thickness/Cavern Threshold curve parameters, so double-check that hasn't happened before you hit Play/Simulate.
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Oh thanks, that looks really nice! If you use stone as the grass material, it looks like the moon 😂 One question, is it possible to create a multi-biome world? I mean, with just one BrickGrid? I would need to do a lot of changes to the BrickGrid plugin as I think, but would that maybe a nice feature?
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Related Issues (20)
- UnrealEngine 4.10.3 HOT 18
- Water Simulation? HOT 115
- Scheidecker's pull request with Epic HOT 4
- Support for navigation mesh HOT 3
- Graphic card gets really loud on latest commit?
- Emissive glow bock doesn't light up shadows? HOT 5
- Support for complexe shape HOT 70
- Faster compile time HOT 3
- About adding a water material HOT 1
- How to add AO when using different vertex struct
- Linux support? HOT 1
- About recompiling the plugin
- Random buffer overruns HOT 1
- Current Unreal branch?
- Crash on UE_4.15 OSX HOT 7
- About using less vertices
- Using with NavMesh volumes for IA.
- Issue Cannot Build Game HOT 19
- "GetStaticBatchElementShadowVisibility()" removed at engine 4.17 update
- Build Instructions HOT 1
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