If you mean tunnel as in actually traveling through the ground, you could make a second terrain and place that over the dug out hole. I don't know how this would work with the AI seeder though. If you mean actual roofs for like houses, I believe those work similarly to wall placement. There's a tutorial video about it
I just mean like..a quick cave on the side of a mountain or big enough indent to look like one. For some reason you can only cut terrain oer the entire vertical axis, but can't do it per pixel independent of that axis.
I just want to select a portion of terrain and get rid of it. Can't figure it out, if it's possible.
If you look at the D:OS campaign you will notice that Larian does this nowhere, so I would guess it is not possible. You can trick the player by doing a second terrain and connecting it with stairs or other walkable stuff and sorrounded it by mesh geometry. And then building cave walls and "occlusion" (via AI tab)
Yeah seems odd. Hmm. Is there an invisible terrain I can use? If nothing else, I'll make a bridge xD.
Seems using a separate terrain does nothing for the AI grid. Even if you cut a terrain, the AI grid will generate based on the original size terrain square created and be combined with the other terrains anyway. Hmm...still testing feasibility.
I can't find a way to create what I'm trying to accomplish, which is to have a bridge above an area you can already walk on.
Since the AI grid is rendered vertically despite the height, and rendered in the original size square despite cutting, it doesn't seem possible. Will continue to test though, I guess

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-Edit-
Also wondering if there's a way to have water terrain un-traversable until made into ice, become a bridge if frozen, then disappear back to water (probably not possible)