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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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  • Creating an environment preset based on an existing one
  • Creating an environment preset from scratch
  1. Editor
  2. Environment Editor

Creating environment preset

Last updated 9 months ago

There are two ways to create an Environment preset.

Creating an environment preset based on an existing one

  1. Select the most suitable preset from the list of existing presets.

  2. Right-click on the preset name to open the context menu and select the Copy option.

  3. In the opened window, enter the name for the new preset. Adding a slash in the name will automatically create a folder for the new preset.

  4. After creating the preset, adjust its parameters.

Creating an environment preset from scratch

  1. Right-click on an empty space in the Presets column to open the context menu and select Insert.

  2. In the opened window, enter the name of the preset. Adding a slash in the name will automatically create a folder for the new preset.

  3. Select the preset and right-click in the Parameters field to open the context menu with a list of parameter blocks. Sequentially add all blocks.

  4. Adjust the preset parameters as needed to achieve the desired lighting effect.

When adding a block, the parameters within it are set to default values.

Information from the articles "" and "" will be useful.

Basic knowledge about HDR
Adjusting environment preset