How to make realistic mountains?

Hello comrades!

I decided to work on an old mod which i had left unfinished.

The question i have is, how do i create huge mountains for the borders of the map, as well as a background?

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Well,

You cannot.

The terraforming tool is meh, you could use different terrain patches + rocks but thats it.

You would need heightmap import functionality to create real good looking mountains.

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I mean, is there a rendinst which looks good enough? Like to resize cliffs or rocks or something?

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There are basalt cliffs that look OK. But resizing them too much can crash the editor. Same with terrain patches.

You can improve quality by overriding their LODs.

entity{
  _template:t="prefab"
  prefab__name:t="basaltcliffs"
  transform:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [211.299, 134.826, 419.712]]
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.903152, 0, 0.429321] [0, 1, -0] [-0.429321, 0, 0.903152] [283.177, 121.299, 434.225]]
  ri_extra__name:t="basalt_cliff_b"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.0514526, 0, 0.998676] [0, 1, -0] [-0.998676, 0, 0.0514526] [245.403, 121.299, 473.856]]
  ri_extra__name:t="basalt_cliff_a"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.0514526, 0, 0.998676] [0, 1, -0] [-0.998676, 0, 0.0514526] [243.661, 134.493, 382.758]]
  ri_extra__name:t="basalt_cliff_c"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[-0.861087, 0, -0.508458] [0, 1, 0] [0.508458, 0, -0.861087] [226.833, 134.493, 429.259]]
  ri_extra__name:t="basalt_cliff_e"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[-0.861087, 0, -0.508458] [0, 1, 0] [0.508458, 0, -0.861087] [197.424, 126.506, 388.445]]
  ri_extra__name:t="basalt_cliff_f"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.903152, 0, 0.42932] [0, 1, -0] [-0.42932, 0, 0.903152] [187.162, 154.094, 464.792]]
  ri_extra__name:t="basalt_cliff_base_b"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.903152, 0, 0.42932] [0, 1, -0] [-0.42932, 0, 0.903152] [153.203, 156.382, 412.966]]
  ri_extra__name:t="basalt_cliff_base_c"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.815821, 0.185384, -0.547785] [-0.487791, 0.729396, -0.479626] [0.310637, 0.658493, 0.685487] [266.707, 139.21, 399.553]]
  ri_extra__name:t="basalt_cliff_d"
}

entity{
  _template:t="game_rendinst_decor+prefab_object"
  transform:m=[[0.759844, -0.140233, 0.6348] [-0.0380461, 0.965192, 0.258759] [-0.648991, -0.220769, 0.72806] [98.1243, 125.654, 391.559]]
  ri_extra__name:t="basalt_cliff_base_a"
}

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I would place a few sand piles. Add a group of rocks: dolomite, red stone, desert rock, and probably add different patches aiding cave entrances with cave ceiling and floor including cave walls. Search Tools, Rendered Items: rock, brick, patch, desert, and cave. Throw them on the ground and align each. After rebuild the navmesh in “tools”. Restart modder add a gungame spawn point on both sides of mountain.

Well…


You can avoid it. For that need scale default rendinst → change rendinst (to small/big; to barrel/stalingrad houses) without accept changes and then scale it (to smaller/bigger) → again change rendinst to that you want. It will be outside from any limits and you will able any scale it again.

Or just use scene.blk and edit numbers.

If you will use scale then probably need also edit LOD render distance for these rendisnts.

whats the name of the mod?

You to me? These screenshots made in editor while testing with scales. So… No mods.