

A character could be driven underneath, but if the player tried to walk under the bridge by clicking, it would walk all the way around. If the user places a bridge over a chasm the user will get pathfinding on top of the bridge, but not under it. It is important to note that you can't walk under a bridge since the pathfinding data does not support this.

The user can't edit the terrain verticals directly, however. It has been confirmed that the user will be able to create overhangs. For interiors the user only places props but you can organize them into rooms.Ī senior programmer at Bioware claimed that all the interior and exterior levels in the game were made using the level editor. The relax tool attempts to balance out the UV coordinates to make it look nicer. The relax tool is used when you stretch the terrain verts out so that the terrain texels become huge. The blur tool is mostly used when the user has configured a brush to have no feathering to provide nicer transitions. There is currently a blur and a relax tool.

There are a few more tools that help with texturing. Users can blend up to 3 textures simultaneously, and can have up to 8 terrain textures per level. Texturing terrain is confirmed to be as simple as painting the terrain using a brush. The confirmed brushes are raise/lower, extrude, smooth and plateau.

Terrain can be deformed using an assortment of different brushes. For exteriors, the users will have a terrain mesh that they can deform, add water planes, place props, and scatter trees and grasses. Level creation is done differently for interiors and exteriors. This would allow entering buildings without any transitions of any sort. Roofs could be set to vanish when in front of player view. It is also possible to create buildings using walls, a floor, and roofs manually. The level editor allows users to create new indoor and outdoor levels for their modules.
