# Terrains Editor

### Introduction to the Terrains Editor

The Terrains Editor within the Gem RTS Land Editor provides developers with the capability to specify a variety of ground surface types on a map.

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FIGyWQbdxRjdANVvSe8Af%2FTerrain%20Type%20Editor.png?alt=media&#x26;token=e7ddb9f7-bd59-4771-9b16-b7356b1bee1b" alt=""><figcaption><p>The Terrain Types Editor</p></figcaption></figure>

### Accessing the Terrains Editor

For terrain type marking initiation, developers are required to open the Terrains tab located within the Land Editor.

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FQ67WUZ4sUNNe4Px2cmte%2FTerrain%20Type%20Editor%20tab.png?alt=media&#x26;token=ed1a1150-9fcd-4378-991f-b1bff6f2f461" alt=""><figcaption></figcaption></figure>

### Terrains Brush

To mark different terrain types, use the Brush tool, which has two components:

* **Terrain PP** (`PP color` parameter)
* **Terrain FX (**`FX Color` parameter)

The brush allows the customization of different map areas by specifying terrain properties and VFX

### Terrains Map

Applying the Terrains brush creates a Terrains Map that displays a colorful grid conforming to the shape of the landscape mesh

* The color of the grid lines is determined by the `PP Color` parameter, which specifies the physical properties of the ground surface;
* The color of cell fills is determined by the `FX Color` parameter, which defines the visual effects and texture modes of craters during ground interactions

<figure><img src="https://2358506489-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F2UV9d5d9aTZPISbocWyo%2Fuploads%2FAqmPKZ1dxihTHSUblKjP%2FTerrain%20colors.jpg?alt=media&#x26;token=d5613059-4059-42b6-b971-d91581291bb8" alt=""><figcaption><p>The components of Terrain Types map</p></figcaption></figure>

## Terrain PP

The list of terrain types is predefined in the engine and can be viewed and selected in the Terrain PP panel. \
Each type has properties affecting unit interactions with the terrain:

* movement capability;
* maximum movement speed;
* changes in unit state (e.g., walking, swimming, sinking).

<table><thead><tr><th width="155">Terrain Type</th><th>Description</th></tr></thead><tbody><tr><td>ground</td><td>The default terrain type sets the standard movement speed for units.</td></tr><tr><td>no_pass</td><td>Movement is not allowed.<br>Refrain from this type; instead, use the no_pass flag.</td></tr><tr><td>swamp</td><td>Units sink in marshy areas</td></tr><tr><td>road</td><td>Roads allow units to move at their highest speed.</td></tr><tr><td>no_dig</td><td>No digging allowed.<br>Avoid using this type since it does not function properly. <br>Instead, use the no_dig flag.</td></tr><tr><td>deep_snow</td><td>Movement speed is decreased in deep snow.</td></tr><tr><td>water</td><td>Water areas allow units to swim or sink, depending on the unit type and water depth, calculated automatically from the water altitude parameter.</td></tr></tbody></table>

## Terrain FX

The Color FX parameter determines the VFX and craters' texmods suitable for the terrain type.

<table><thead><tr><th width="190">Terrain FX</th><th>Description</th></tr></thead><tbody><tr><td><strong>ground</strong></td><td>Dust effects and dirt texture craters are spawned.</td></tr><tr><td><strong>shallow_water</strong></td><td>Water splash effects are spawned in shallow water; no craters are spawned.</td></tr><tr><td><strong>bridge</strong></td><td>Dust effects from stone bridge destruction are spawned; no craters are spawned.</td></tr><tr><td><strong>bridge_wood</strong></td><td>Wood debris effects from wooden bridge destruction are spawned; no craters are spawned.</td></tr><tr><td><strong>road</strong></td><td>No dust effects are spawned when units move; asphalt texture craters are spawned.</td></tr><tr><td><strong>country_road</strong></td><td>Dust and soil effects typical of dirt roads are spawned, along with dirt texture craters.</td></tr><tr><td><strong>rock</strong></td><td>Effects and craters matching rocky surfaces are spawned.</td></tr><tr><td><strong>ice</strong></td><td>Visual effects and ice texture craters are spawned indicating movement or explosions on ice.</td></tr><tr><td><strong>sand</strong></td><td>Thick dust effects and sand texture craters are spawned during movement.</td></tr><tr><td><strong>puddle</strong></td><td>Splash effects and mud texture craters are spawned when moving through wet mud and puddles.</td></tr><tr><td><strong>mud</strong></td><td>Splash effects and mud texture craters are spawned when moving through marshy areas and deep puddles.</td></tr><tr><td><strong>snow</strong></td><td>Snow effects and snow-edged craters are spawned.</td></tr><tr><td><strong>grass</strong></td><td>Earth and grass chunk effects, dust during movement, and earth-textured craters are spawned.</td></tr><tr><td><strong>water</strong></td><td>Water effects, varying with depth, are spawned; depth is automatically set relative to the water altitude parameter.</td></tr></tbody></table>

### Steps to use the Terrains brush

1. Select the Land tab
2. Click the Terrains button
3. Select a terrain type from the Terrain PP options, determining the terrain's physical properties.
4. Select a VFX type from the Terrain FX options to define the visual effects and texture modes of craters during ground interactions.
5. Adjust the brush size with the Numpad Plus (+) and Numpad Minus (-) to accommodate different area sizes.
6. Apply the Terrain Type\
   Hold the Left Mouse Button and drag over the desired map area to apply the chosen terrain type and effects.
