You can also use Mesh...Split with ground mesh after you import your cave/dungeon. It will split:
- dungeon polygons that intersect the ground
- ground polygons that intersect the dungeon
Then you could:
- remove extra polygons around the dungeon entrance
- go into the ground editor like Scorpious2k said and right-click certain ground tiles to hide them (sometimes necessary, but not always)
The basic idea is that the dungeon most likely pokes through the ground and you want to create a seamless boundary where they meet. Split with ground mesh does this, and then you just remove the leftover polygons and (maybe) hide certain ground tiles. Where part of a ground tile should be removed and part should remain, the split option will automatically hide the ground tile and split it into the necessary parts--then you just have to remove the excess. If the entrance is so big that it entirely encompasses a ground tile then you'll have to hide that tile manually by right-clicking it in the ground editor.
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