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Question by janidsa · Oct 21, 2020 at 10:14 PM · terrainmesh manipulationmodular

How would one achieve the cliffs in dota2 terrain?

Hey, sorry for the potentially odd title! I'll try to explain in more detail.

What I am essentially asking is, is whether anybody knows how is the terrain made in dota2, the cliffs in particular (Or alternatively, how to achieve this result). For reference, see: https://youtu.be/sUzq_H7X0gM?t=30

From what I see, in a simplified form it is essentially nothing more than a 2D heightmap for each tile, but what I do not know for certain is whether these cliffs are procedurally generated meshes, are they modular pieces stitched together, or is there some other approach?

I have tried to do this procedurally playing around with the heightmap, but my results are quite far from it: https://puu.sh/GzFRX/61f3945a65.jpg.

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Answer by janidsa · Oct 23, 2020 at 03:48 PM

Got my answer by digging around in the hammer editor, it seems that it's all about artist made models designed to be stitched together like that of the tiles in marching squares.

For anyone interested in the models, see: https://puu.sh/GG0B4/f26239b478.jpg

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Answer by InkGoomba · Oct 21, 2020 at 10:25 PM

I probably can't tell you how to do that but from my understanding is that they are using the hammer editor which is what valve uses for all their games just about, so the reason they can do that is that, is because that probably a tool made for that engine/editor.

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avatar image janidsa · Oct 22, 2020 at 09:48 AM 0
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That part I understand. For instance, if there is a corner piece missing from an elevated platform, the tool would automatically fit a proper corner piece into it.

The part I am trying to figure out is how how could this "piece" be done, e.g. is it a handmade model that was specifically designed to fit those scenarios, or a procedural model, etc.

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