I did some research and found that apparently Landscape is superior to Terrain, so that's what I used to make my single component plot of land for a level assignment. Here's the problem, my level has caves and will need both an entrance and exit, but apparently only Terrain allows you to cut out sections of it so you can insert a separate cave mesh.
Therefore, as it stands, my only options seems to be that hopefully I can convert my landscape into a terrain so I can do this. Is this possible in any way? Or does anyone have any alternatives proposals given the details I have provided?
I may be doomed.
Replies
An easier route might be to carve the FLOOR of your caves out of your existing landscape, and then place a "cap" mesh for the mountain above and cave ceilings. You could even use another landscape object as the 'mountain on top of the cave' (but be sure to put any new landscapes/terrains in another sublevel for easy hiding/unhiding).
Pluses:
-faster iteration, since you're editing the floor layout in editor
-Seamless floors, since its all that ground terrain. Floors are where the camera is pointed a lot of the time, so seamlessness here goes a long way.
Minuses:
-Two terrains can be hard to edit at once
-You can't really have the terrain fold over itself for complex vertical cave layouts, cave bridges/tunnels, etc. (unless you do the overlapping with added meshes)
Anyway, Borderlands used this trick for pretty good results in its caves, iirc.
My level design teacher said landscape's visibility tool doesn't work properly.
Doesn't work properly? It seemed to work properly when it was implemented into UDK?
They've managed to break a lot of things afterwards.