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We now have a nice little flat area that we can place things on:

Pic1: Flat area created


Now it's time to add a nice little house to rest in after an exhausting day of fishing.

To add an object, we'll open the Create Object tool. This is located at the top left of the screen, in a tab next to the Console (you can also find it in Tools -> Level Editor -> Create Object):

Pic2: Create Object tool

In CRYENGINE, static objects that can't be interacted with, like houses, are called 'brushes', so let's select Brush. Now, we can navigate to the specific 'brush' that we want to place in our level, or we can simply search for it in the search box. Let's search for "house". If you click the arrow on the left of the items in the navigation window, you'll see that it only shows folder trees that lead to assets with "house" in their name.


We do this by clicking the Rotate button in the toolbar in the top of the screen:

Pic3: Rotate button

You'll notice that the Axis Gizmo now looks like several semi-circles representing each axis. We want to rotate it around the Z axis, so we click and hold the yellow semi-circle and drag the cursor left or right until the house is positioned the way we like. We may have to move it around if for example, it rotates into a mountain or over the water or the mud on the lake's edge. We do this with the Move button, which can be found next to the Rotate button in the toolbar:

Pic4: Move button

If you need to move the house, make sure you select and drag the square on the X and Y axis, otherwise you'll drag it up and down, and we want it to stay on the ground. You can also use axis constraints to make sure it always moves along the X and Y axis.
To do this, you have to show the Constraints toolbar first by right clicking the toolbar and choosing Constraints:

Pic5: Showing Constraints toolbar

A new toolbar will be shown. Select the XY button on this toolbar:

Pic6: XY constraints button

Now you can just click and hold anywhere on the house instead of on the axis gizmo, and move it around without being able to move it upwards or downwards.



A quick way to set the brush to the exact height of a particular point on the terrain is to hold Ctrl while clicking on the terrain. Alternatively, you can click the Pick button next to Height in the Terrain Editor. You'll see the Height change to a very specific value, and if you move the cursor to an area that's lower than the terrain you 'picked', you'll see a yellow line at the cursor. This shows how much higher the terrain you picked is compared to the terrain the cursor is currently on:

Pic7: Pick height tool

Because we'll want the slopes of this valley to be fairly gradual, we'll select a large Outside Radius for the brush and a smaller Inside Radius. The Inside Radius should still be reasonable though, to make the bottom of the 'valley' fairly flat for our road. Let's set them to 7 and 2 respectively. Make sure the Hardness isn't too high, so you can sculpt the 'valley' gradually and the terrain won't drop to a height of 17 instantly. Now we're ready to sculpt a valley through our mountains. Click the mountains next to the valley a few times too, to reduce the steep drop right next to the road a little.


Now we're ready to make our road that will curve through our newly created valley. We could simply make a new layer, choose a material that resembles a road and start painting, but there's a much better way to make roads in CRYENGINE Sandbox that has a much nicer effect. We'll open the Create Object tool and go to Misc -> Road. If your Create Object tool is still on the Brush tool, click the arrow next to Brush first, or choose Misc in the drop-down menu:

Pic8: Back button

Pic9: Dropdown menu


Make sure to zoom out to a point where you can clearly see the valley and another terrain where you want your road to be.


Now we'll choose a look for our road. Right next to the Terrain Editor tab is the Properties tab:

Pic10: Properties tab

Clicking this will give us a long list of properties for the object we have selected, in this case the road. First of all, we'll choose a material for our road. To do this, we'll click the Browse button next to Override Material:

Pic11: Override Material browse button

In the window that appears, we'll navigate to materials -> roads and choose forest_trail. Click OK and you'll see that the big red ribbon has changed into a nice forest path.


Congratulations, we can now get to our fishing spot!

Pic12: Objects in place

You can add some more objects and brushes in the level, like rocks, a pier to dock a boat at in the form of a piece of bridge, etc. Use your imagination, but leave enough room for some trees and grass!