- 1 Terrain Editor
A layer in the Terrain Editor .
Tools & User Interface
Terrain is mostly added using brushes, which can be round, square or diamond shaped. It is possible to randomize and soften the edges of them. Roads are added as vectors, which are stroked with a road texture.
Several tools are using brushes. A good default brush: Increment=20, Size=3, Speed=Very Fast(max), Shape=Round, Style=Airbrush (soft edges), Falloff=40.
- Blends the selected texture into the terrain. Note the game engine only supports two textures at a location simultaneously automatically removing older ones.
- Left click on the map where you want to place your texture, and be sure to hold the left mouse button,
because you can set how much of the existing texture is changed to the new one. With this you have several more options:
- Type is where you select which type of ground you want for the terrain. The options of terrain textures available are based on the Terrain Types data type set under the Map Textures menu.
- Increment sets the magnitude of the texture added when the left mouse button is held.
- Size increases the size of the area where you will have an effect when adding a texture.
- Speed is how quickly the ground will take on the texture being applied. Finding a personalized optimal balance between speed and increment is recommended.
- Shape changes the shape of the area whose texture left clicking alters.
- Style gives four options of the patterns used to apply the texture in the selected shape. The UI in the editor is self explanatory.
- Texture: This brush deals with just the ground’s looks. Grass, metal, sand…all the varieties of grounds commonly seen. Several things you can do using the brush depending on the selected ground you want to deal with.
- Remove Texture: Remove the selected texture from the terrain.
- Uniform Texture: Replace all other Texture with this texture. *”Alpha” is the one parameter that makes the “style” of the terrain naturalness look different. I can’t explain that well either, but see which type of terrain you’re more inclined to have on your ground.
- Replace Texture: Replace one texture with the selected texture.
The way it works is that you select which type of terrain you want converted to what, then whenever you pass your mouse with the left button pushed it will get changed without affecting other terrain textures. How it gets changed and how quickly/how much depends on the other parameters you can configure, which are similar to those above.
- Smudge Texture: Smudge all existing textures together. Blurs the boundaries between two different adjacent textures.
- Blur Texture: Blur all existing textures. Averages all the textures in the selected area, giving a more natural gradient effect. This effect can be very subtle at times.
- Fill Texture: Fill an entire cliff level with the selected texture. If you have a plain map, it will affect the entire map.
Roads are placed as vectors, which are "dressed up" with textures. Roads looks depends on the hard tiles of the Terrain Types data type that has been chosen.
- Place your mouse where you want the road to start, then where you want it to go to. To make turns, you will need to do this several times.
- Changing the width mid-road building can be used to create optical illusions or be used for perspective in cinematics.
- The width of roads can be altered, but anything above 2.5 looks strange.
- It is possible to alter roads after they have been placed. Press spacebar and the tool will change from "add" to "manipulate". Adjust the little cones to your liking.
- Selecting a node and pressing delete will remove it. If you delete a intermediate node the road will be restretched.
- You can add nodes in between two already placed nodes.
- Hold Ctrl to start a new road. This will circumvent the magnetic properties of adding additional roads.
- Road styles are defined in TerrainType.
- Raise: Raise the terrain height level.
- Lower: Lower the terrain height level.
- Uniform: Set the terrain height level to a uniform value, based on the location initially clicked.
The equality of the heights depends on where you first click. Whenever you let go of the left mouse button, it will reset the height reference.
- Noise: Apply semi random noise to the terrain height level.
- Smooth: Smooth out the terrain height level.
- Raise: Increase the cliff level.
- Lower: Decrease the cliff level.
- Same Level Cliff: Set the cliff level to match the location initially clicked.
- Add Rampe: Add ramps to cliff edges.
- Remove Ramp: Remove ramps from cliff edges.
When you select the Foliage section, the screen will initially be entirely white. Foliage is the plants and debris mix seen in the map. First decide where you DON’T want the foliage to be using the Disallow Foliage button. The white area is where the Foliage will start appearing. The models used for the foliage on each terrain type is set under the Doodads - Model field of the Terrain Textures data type
Mark the terrain to allow foliage objects. Click "Generate Foliage" to generate the actual models.
Mark the terrain to not allow foliage objects. Click "Generate Foliage" to create the actual objects. Select on the map with left click button where you don’t want Foliage to be.
- Add: Add water planes.
- Remove: Remove water panels.
- Edit Water: make lava water raise and lower
Terrain objects are complex doodads. Many of them make the terrain invisible. In these cases there is a doodad in the Doodad Layer which corresponds to the terrain object. Other applications are walkable Bridges.
- Add Terrain Object: Add special objects which replace the regular terrain. Such as bridges
- Show Terrain Cells: Make terrain visible. Terrain may be hidden manually or by terrain objects.
- Hide Terrain Cells: Make terrain not visible. Note that triggers can be used for on the fly hiding and revealing of terrain tiles e.g. WOL Valerian2a.
- Add Creep: adds static creep which will remain regardless of creep tumors.
- Remove Creep: removes static creep.
- Disalow creep: prevents creep from spreading into this area. Similar to the Pathing tool.
- Allow creep: the default is that creep can spread anywhere.
Light tools makes it possible to create different zones with different lights in the same map. Lights are found in Window>Lightning. If you double click an item in the list you will see a "Regions" tab. The tools in the Terrain Modules Light toolbar are corresponding to these settings.
Note: To make regions visible: turn the light regions off! (This has to be a bug) Render>Show Lighting>Show Lighting Regions.
- Add Lighting: paints a region.
- Remove Lighting: removes the light of the selected color.
- Uniform Lighting: grabs light from one location and spreads it.
- Blur Lighting: blurs the edges of a light region.
- Fill Lighting: Fills with the region color unto cliff level borders (same as terrain texture filler)
- Allow Foliage: Allows for foliage to be generated within the highlighted area.
- Generate Foliage: Generates foliage within the highlighted area.