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 TypeDescription

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 FXDescription

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

  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.

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