So, we've been looking into this for a while - and it really isn't this simple I'm afraid when it comes to blueprints and terrain. While the terrain in RCT3 was a simple heightmap, because Planet Coaster's terrain is voxel based you can't just simply think in terms of heights. What if I make a blueprint with some path in it, winding up a hill to an overhanging cliff edge? Simple "push / pull terrain to path" operations break in this case - as we said you would end up with something that looked quite different to how your blueprint looked in game, or possibly even an invalid path layout if you tried this.
It's complicated - but we're still on the case
Cheers
Andy
Could we not just have it so for the width of the path the terrain pulls direct those edges. Then if we want to fill in between those points we can do so accordingly with the tools provided. It means that if I had a spiral path then the terrain would follow that spiral and we can fill in between the faces as such.
Note: just not isn't trying to state is it not just this easy, but would the easier solution than trying work out how and guess what the player wants to do with said terrain that keeping the terrain tight to the path make this easiest.
I am not sure I understand the issue of where the player could not fill in between these areas then. For instance on the cliff edge that you are discussing then it would mean that we can then eat away at the terrain that has pulled up. Or if the path is to one side of the cliff then we are able to pull the terrain out accordingly as at least with the levels in there and the path joined to the terrain we have the ability to pull it about.
At the moment it is impossible to pull any of it close to the path without placing blueprint, then pull the terrain in place and then make the path which is much more time consuming, difficult and often leads to results that are not as good as already having different height paths able to have the path pulled too automatically.