Material Editor
Material Editor [Textures] is part of the Land Editor (Land). This tool is designed for editing and configuring materials applied to the ground surface in the game world.
Key elements of the Material Editor

Textures brush
Sliders for brush parameter adjustment
List of all ground materials on the map
Texture preview window for selected material
Properties window of the selected material
Quick guide to using the Material Editor
Selecting a material
Select the desired material from the material list [3] or use the eyedropper to select a material from the map.
If the desired material is not on the map, add it using the
Add
button [3.1] or import materials from another map using theImport
button [3.2].

Configuring texture parameters in a material
In the properties window of the selected material [5], choose the material scheme for each layer:
[5.3] - layer1;
[5.4] - layer2.
2. Configure the material parameters for each layer:
select the diffuse texture [4];
adjust the density and tile size [5.1];
set the parameter values for each layer of the material [5].

Brush Settings
Adjust the brush size using the
+
and-
keys on the Numpad.Use the
Soft-Sharp
andSlow-Fast
sliders to adjust the brush edge softness and texture application speed.Adjust the texture blending in the material if necessary.

Applying Material Textures
Use the brush to apply the selected material to the desired areas of the map.
Create smooth transitions between materials by using the same texture in both materials..
Detailed information for each Quick guide point
Material List
Material List displays available materials for painting. All available materials on the map are displayed in a separate window as a list, with each entry showing the names of two textures.

[Name1]...[Name2]
A ground material consists of a pair of textures:
primary texture - left;
secondary texture - right.
By default, when creating a new map, the entire surface is filled with the primary texture of the base material
Add
Button to add material to the list.
When you click the Add
button, the editor adds a copy of the currently selected material from the list.
Then, in the newly added material row, you need to change one of the textures: left or right, to save the added material in the list.
Import...
Button to import a material list from another map.
The editor allows you to choose a map from the list available for loading in the editor.
Base Material
When creating a new map, the entire surface is filled with the default material, where the left and right textures are the same.
It is recommended to immediately replace the right texture in the default material, creating a base material for the ground surface so that it is convenient to make transitions with other materials.
Material Selection
There are two ways to select a material from those available on the map:
Left-click (LMB) on the material row in the material list [3].

Use the eyedropper to select a material. To activate the eyedropper, hold down the
Ctrl
key and click LMB on the visually suitable point on the map surface.
Material configuration
Selecting a material will highlight the corresponding row in the material list [3]. The preview [4] and settings [5] windows will display information about the textures in the selected material.

Managing textures in a material
Replace texture in material
LMB on the texture visualization tile [4] opens the texture selection window.
When replacing a texture in a material, it will be replaced not only in the material but also in all places on the map where the selected material is applied.
This can spoil the visualization of transitions between materials. It is recommended to replace textures in a material only when absolutely necessary
Swap
Swap textures in a material.
This action will change textures not only in the material but also in all areas where the material is applied on the map, which can spoil the transitions between materials. It is recommended to do this only when absolutely necessary
Fill
Paint the entire map with the primary texture of the selected material.
Useful if you need to completely change the map's texture painting (e.g., change the season on the map)
Main material parameters
4.1
Texture size
Side length of the texture square in pixels
1024
4.2
Texture density
Number of texture pixels per 1 meter of terrain surface in the game space
128 pix/m
4.3
Tile size
Step with which the texture will repeat when evenly covering the terrain surface
Should be chosen so that the texture density on the terrain surface varies within 120-130 pix/m
5.1
Lend texture basis
Base value of the material tile
15
5.2
MTL№
Field for setting the material type (one-layer or two-layer)
Only two-layer materials are used for applying to the terrain surface. Single-layer materials are used in the Water Editor
5.3
Layer 1
Field for choosing the scheme type for the first layer texture
The scheme type affects the composition of texture maps in the layer and the set of parameters in the texture settings
5.4
Layer 2
Field for choosing the scheme type for the second layer texture
-
Brush
The textures brush allows you to apply materials to the ground surface in the game world. Texture application occurs on the vertices of the terrain mesh that fall within the brush circle.
Brush settings management
Changing sizes of a brush
+
and -
keys on the Numpad
Adjusting brush edge softness
Soft-Sharp
slider
Soft - soft edges; Sharp - sharp edges
Adjusting texture application speed
Slow-Fast
slider
Selecting material from the list
LMB on the desired row in the material list window [3]
-
Pick a material from the map
The eyedropper tool
Hold down the Ctrl
key and click LMB on the desired point on the map
Ways to apply material textures
Pure Application
To apply a texture to the surface, move the mouse while holding down the LMB or RMB (for applying primary or secondary textures respectively).
Blending
Apply one texture over another by clicking LMB or RMB.
Fix the degree of texture blending using the slider position in the texture visualization window.

Transitions between materials
To create smooth transitions between materials, use the same texture in both materials at their borders. This ensures a seamless gradient from one material to another.

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