Heights Editor
Last updated
Last updated
The Heights Editor [Heights
] toolset allows you to modify the ground surface mesh: creating hills, mountains, valleys, ravines, and lowlands on the map.
The Alt+W
key combination toggles the display of the ground surface mesh polygonal grid and switches between polygonal grid display modes.
Raising vertices
Moving the brush with the Left Mouse Button (LMB
) held down raises the vertices of the ground surface mesh.
Lowering vertices
Moving the brush with the Right Mouse Button (RMB
) held down lowers the vertices.
Smoothing vertices
Moving the mouse while holding the Shift
key smooths out the height differences for the vertices of the ground surface mesh that fall within the brush area. This helps create smoother transitions between areas of varying heights.
Fixing alignment
Moving the mouse while holding the left Alt
key fixes the alignment of the vertices to the level of the vertices under the brush area at the moment the Alt key is pressed.
Brush size
The brush size can be increased and decreased using the Numpad Plus (+
) and Numpad Minus (-
) keys.
Soft-Sharp slider [2.1] Adjusting the slider position achieves the desired degree of softness for the Heights brush:
the Sharp
position makes the brush hard: all vertices of the ground surface mesh under the brush change height with the same intensity.
the Soft
position makes the brush soft: the intensity of height change is greater at the center of the brush and gradually decreases towards the edges.
Slow-Fast slider [2.2] affects the speed of height change for the vertices.
Fixed Height parameters
The fixed height
[2.3] checkbox locks the alignment level of the ground surface mesh vertices at the specified height, which is set in the field next to it.
The fix relative
checkbox enables discrete operations for the Heights brush, allowing vertices to be raised by a set height with each LMB
click and lowered with each RMB
click.
The ability to set the brush's discreteness becomes available when the fixed height parameter is enabled and set.
[3.1] heightmap
Debugging tool. Checking this box enables visualization of the Path Planner heightmap with slope angle parameters for each grid cell.
[3.2] Heightmap level
Debugging tool for slope steepness to check terrain passability based on ground surface slope angles.
[3.3] Water altitude
Sea level parameter. Used in the Entity Editor to align entities to the water level.
[3.4] Clip heightmap
"Clip" function. Allows clipping the Heightmap grid to the boundaries of the visible ground surface mesh. Useful after reducing map size using the Polygon Editor.
[3.5] Heightmap by mesh
Synchronize the heightmap grid with the visible ground surface mesh.
The Heights Editor tab contains tools for creating map terrain using a topographic map image or Land decal image, as well as transferring the heightmap for the ground surface mesh from one map to another.
The Import heightmap
tool is used to create terrain based on a topographic map. Supported import formats: tga
, ebm
, bmp
, dds
, jpg
, png
.
Heightmap import instruction
Prepare a heightmap image The heightmap uses a grayscale color scheme:
black
represents the lowest elevation;
white
represents the highest;
shades of gray
indicate intermediate heights.
The maximum supported image size is 8K, in 8-bit grayscale format, and the image aspect ratio must match the map’s aspect ratio (e.g., 1:1 for square maps).
Set the Import parameters
Max height
[4.1] - specifies the maximum terrain height in meters. This corresponds to the highest vertex of the ground surface mesh, reflecting the map’s intended design.
To convert game height units to meters, use the ratio 1 meter = 20 height units
.
Zero height
[4.2] - defines the gray shade that represents the zero level of the ground surface mesh.
By default, black color corresponds to the map’s zero ground surface level. Adjust this parameter for maps with depressions below the zero level, such as lakebeds or other low areas.
Import the heightmap
Click Import heightmap
button [4.4], then select the image file to import.
The Export heightmap
tool allows creating a topographic map based on the terrain of the current map.
Heightmap export instructions
Set the image size by filling in the Image width
and Image height
[5.1] parameters.
Click Export heightmap
[5.2], choose the folder to save the file, and specify the file name.
The Land decal
[6] tool is used to apply a texture across the entire map, which simplifies the creation of maps based on real-world locations.
Preparing the texture
Prepare the decal image in one of the supported formats: tga
, ebm
, bmp
, dds
, jpg
, png
.
It is recommended to set the image size proportional to the map size. For a 650x650 meter map, use an image size of 650x650 pixels (scale 1:100 m) or 1300x1300 pixels (scale 1:50 m), or according to the site plan.
Saving the texture
Save the image in the scene/texture
directory.
For convenience, you can create a separate folder for decals.
Adding a decal to the map
Open the Heights Editor tab.
In the Land Decal
block, click the Create
button to apply the decal to the map.
Select the prepared image from the scene/texture
directory.
Adjusting the decal
Adjust the decal transparency using the Transparency
slider to make working with the map easier.
Removing the decal
Click the Remove
button in the Land Decal
block to remove the decal.
The game engine generates several invisible derived heightmaps based on the polygons of the visible ground surface, which are used for calculating various game parameters.
To visualize and toggle through the auxiliary heightmaps, use the Alt+H
key combination. Each press cycles through the different heightmaps, and the last press disables the visualization mode.
Visibility heightmap
A colorful grid that follows the contours of the ground surface
and the objects located on it. The colors correspond to the visibility blockage height relative to the ground:
- blue
- up to 0.25m;
- purple
- 0.25 to 1.25m;
- yellow
- 1.25 to 2m;
- green
- 2 to 3m;
- red
- 3m and above.
Land heightmap
Visualizes the height of the ground surface’s polygonal grid cells. The color of the grid changes based on the minimum and maximum heights. This map is used by the engine for calculations related to ground contact and intersections.
Terrain heightmap
A colorful grid following the terrain's contours, marking the different terrain types
.
The contour colors are defined by the РР color
parameter, while the cell fill colors are determined by the FX color
parameter.
Path planner heightmap
Visualizes the heightmap with a focus on the slope angles of each cell relative to the horizon.
This same map is displayed when the heightmap
checkbox is enabled in the Heights
tab of the Height Editor.
Colors indicate the slope angle compliance to the chosen level:
- blue
- equal to or above the specified level;
- gray
- below the specified level.
Used as a terrain passability check tool based on the surface slope angle for Pathfinding calculations.
Flags heightmap
Marks the ground surface with flags
, which prohibit certain in-game actions on the marked areas.