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.
Accessing the Terrains Editor
For terrain type marking initiation, developers are required to open the Terrains tab located within the Land Editor.
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
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).
Terrain Type | Description |
---|---|
ground | The default terrain type sets the standard movement speed for units. |
no_pass | Movement is not allowed. Refrain from this type; instead, use the no_pass flag. |
swamp | Units sink in marshy areas |
road | Roads allow units to move at their highest speed. |
no_dig | No digging allowed. Avoid using this type since it does not function properly. Instead, use the no_dig flag. |
deep_snow | Movement speed is decreased in deep snow. |
water | Water areas allow units to swim or sink, depending on the unit type and water depth, calculated automatically from the water altitude parameter. |
Terrain FX
The Color FX parameter determines the VFX and craters' texmods suitable for the terrain type.
Terrain FX | Description |
---|---|
ground | Dust effects and dirt texture craters are spawned. |
shallow_water | Water splash effects are spawned in shallow water; no craters are spawned. |
bridge | Dust effects from stone bridge destruction are spawned; no craters are spawned. |
bridge_wood | Wood debris effects from wooden bridge destruction are spawned; no craters are spawned. |
road | No dust effects are spawned when units move; asphalt texture craters are spawned. |
country_road | Dust and soil effects typical of dirt roads are spawned, along with dirt texture craters. |
rock | Effects and craters matching rocky surfaces are spawned. |
ice | Visual effects and ice texture craters are spawned indicating movement or explosions on ice. |
sand | Thick dust effects and sand texture craters are spawned during movement. |
puddle | Splash effects and mud texture craters are spawned when moving through wet mud and puddles. |
mud | Splash effects and mud texture craters are spawned when moving through marshy areas and deep puddles. |
snow | Snow effects and snow-edged craters are spawned. |
grass | Earth and grass chunk effects, dust during movement, and earth-textured craters are spawned. |
water | Water effects, varying with depth, are spawned; depth is automatically set relative to the water altitude parameter. |
Steps to use the Terrains brush
Select the Land tab
Click the Terrains button
Select a terrain type from the Terrain PP options, determining the terrain's physical properties.
Select a VFX type from the Terrain FX options to define the visual effects and texture modes of craters during ground interactions.
Adjust the brush size with the Numpad Plus (+) and Numpad Minus (-) to accommodate different area sizes.
Apply the Terrain Type Hold the Left Mouse Button and drag over the desired map area to apply the chosen terrain type and effects.
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