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You are offsetting the model as well as scaling its x and z coordinates, which I assume is why this is failing for you. You really aren't providing enough information to help you more than that, since we don't know how your interface between the terrain and the rest of the game looks like. I'd assume that if you account for the offset and the scaling along ...


2

Here's one (relatively exhaustive) method you can try: Take your terrain heighmap (left) Mask the areas that are too steep to build on (orange, center) Propagate a distance field from the too-steep region (blue-green gradients, right) until you reach your maximum town radius: The resulting gradient represents the maximum radius city that can be ...


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If you do not want to alter the existing terrain that you generated, then a viable approach could be to use a flood fill algorithm. Have your flood fill check for the largest fillable area that is inside of a specified height range. This approach would require you to define at what height you would like your town to be placed. If you are not opposed ...


4

I have little experience using Unity directly, but I've been a level designer for years and a much easier approach rather than worrying about cutting holes into your terrain is to simply build up a C shaped ridge in your terrain for the size of your cave and then cover it with rock meshes to give it the illusion of a cave. Another approach is that you ...


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Right Click on the terrain and click "Export Package", open the package in an archiving program then open the "archtemp.tar" from within that package. Copy The "Asset" File and give it the file extension ".asset".


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Linear interpolation is the simplest way to interpolate. Here's the function for it: private double linearInterpolate3d(double xm_ym_zm, double xp_ym_zm, double xm_yp_zm, double xp_yp_zm, double xm_ym_zp, double xp_ym_zp, double xm_yp_zp, double xp_yp_zp, double x, double y, double z) { ...


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Forgot to answer for mark it as answered. At the end I finished doing what Balint recommended me, really thanks Balint for your answer.



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