I've been running into an issue while creating an extensive volcanic mountain range on an island, that I'm trying to gauge the scale of structures I'm sculpting relative to a player flying over it looking down. I'm wasting time sculpting every square mile with small brush widths as though players will be driving an M3 across every single square mile of sculpting I'm doing. In most cases the closest anyone will ever get to much of this sculpting work will be 5000ft if that in about 70% of the arena.
Is it possible with the x,y,z coordinate read outs to include a relative elevation from sea level read out in the terrain editor?
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Here I'm musing and doubt it is a viable wish at any point in the future.
I'm beginning to wish the terrain editor had a clone function so I can copy a highlighted freehand area of finished topography, then drop it in place at another location, orient it, and save. Still I've gotten pretty quick now at the rapid build up of base mountain ridges and runoff canyons across many sectors as a single entity. It would be faster to drop in clones from a master range, then use the techniques to create random ridge line bridging and blending. At least I'm reaching the point of knowing how little base block I need to really define the footprint, then just pull everything into place with fewer strokes versus two weeks ago.