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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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  • Steps
  • Actions to increase surface detail
  1. Editor
  2. Map Editor
  3. Specifics of Map Editing
  4. Creating terrain folds

Creating Ground Surface relief

Step-by-Step instructions for creating smooth slopes using the Heights brush in the Heights Editor and slope edge stamps.

Last updated 11 months ago

Steps

  1. In the Map Editor, switch to the

  2. Select the Heights brush in Land Editor and adjust the slope to the desired height and shape.

  1. Switch to the Textures brush and select a suitable material from the list to paint the surface. Paint the surface.

Actions to increase surface detail

  1. Increase the polygon density of the ground surface mesh in areas with height differences using the Polygons brush. This will allow for more detailed terrain and smoother transitions between textures.

  2. Paint the vertices of the ground surface mesh with the Color brush, highlighting the elevations and depressions on the ground surface.

  3. Place edge stamps with characteristic terrain patterns along the lines of height differences.

Assets of stamps are located in the landscape\stamp folder

Land Editor
Adjusting Slope with Heights Brush
Painting Ground Surface with Textures brush
Placing Stamp Entities