I am working on a game-engine and the time has come to model a simple map. I thought, since i already use blender for models, why not for the map, since creating a world-editor can be time-consuming. The problem is, my engine expects the world to be in quadratic chunks of equal size. I'd like to model the map as a big plane with structures on-top in Blender and afterwards, cut the whole scene with plane and structures in equal quads to export them individually. Is this possible?

Example: World

I'd need the whole terrain-plane to get split at the red lines and the little house, so every part of the house is in the corresponding chunk when i export the chunks.

Alternatively, when i create multiple equal-sized quadratic planes, to somehow glue one edge of one plane to another edge of another plane, so i neither get holes in between, nor get overlapping faces?

  • $\begingroup$ for a few cuts you could try the knife tool, a simple grid as reference, straight cuts $\endgroup$ – Bithur Aug 1 '15 at 23:01
  • $\begingroup$ You can try to use some kind of wireframe (plane with deleted face and enlargened by Array) and cut your original plane with Knife Project (first plane as cutter) $\endgroup$ – Mr Zak Aug 1 '15 at 23:08

To do this first join all your objects into one if they aren't already by selecting them all and hitting Ctrl+J. Then create another grid object consisting of just edges which you will use to slice up the map.

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Select the grid and then the terrain (in that order), enter edit mode, go to top view (numpad 7), make sure you are in orthographic mode (numpad 5 to toggle), then use the knife project tool found in the toolbar. Make sure cut through is checked after you do so.

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Your terrain will then be sliced up based on the grid object's edges.

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  • $\begingroup$ Thanks, this helps a lot, however, if i merge all meshes to one big mesh, wouldn't this mess up my UV-coordinates? Now that i think about this, it's really bad to build the objects into the map directly... I think it'll be better if i build only the terrain in blender and then use some other technique to place objects like houses and trees. $\endgroup$ – tkausl Aug 1 '15 at 23:14
  • 1
    $\begingroup$ @tkausl No, it shouldn't mess with the UVs. You can separate them when you are done if you need to using [P] > loose parts. $\endgroup$ – PGmath Aug 1 '15 at 23:15
  • $\begingroup$ Oh thats good. I'll see how this works, thanks. $\endgroup$ – tkausl Aug 1 '15 at 23:16

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