Terrain mesh

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Level editor topics

The terrain mesh is a deformable surface used in exterior levels to provide a "ground". This toolbar contains the tools that deals with the terrain mesh:

Level editor toolbar terrain editing.png

Each of these buttons brings up a "brush" that's used for various tasks.

General
Brush type
Deform mode
Grid Opacity
Visible level
Deform Tool
Distance This is the strength of the deform, a higher number makes it deform by larger increments.
Round Brush
Enable Noise When this is enabled it enters noise into the deform, so instead of smooth it will appear rough.
Inner Radius% This is the percentage of the radius that extrudes. For example, if it is set to 100%, all the mesh in the radius rises (or falls) the same amount.
Max Strength This controls the rate at which the deform is applied. Set it to a smaller number to allow for finer control.
Noise Frequency This controls how bumpy the noise brush is, the higher the number the bumpier it is.
Outer Radius This controls how big the deform brush is.
Tessellation Tool
Max level is the maximum level that the brush will tessellate the terrain.
Min level is the minimum level that the brush will tessellate the terrain.
Painting Tool
Max Contribution This is the maximum contribution that this material will contribute to the texel, even with continued painting. The number is a percentage of the total value of the texel, with 100% being full and 0% being none.
Smoothing Passes This is the number of smoothing passes that the editor applies after each paint. A smoothing pass is basically smoothing the current values with the texels on each side, in order to minimize the visible lines in between each one. Keep in mind that smoothing is expensive on the CPU so the higher this number is, the slower painting will be. There is also a tool that allows the artist to do this manually, the Texture Smooth Tool.

Material Palette

The Material Palette has 2 parts, the floating palette shown above that shows a picture of the diffuse channel of the material, and allows the artist to quickly choose materials to paint with. There is also the material editor. If you open up the palette in the hierarchy list, under Terrain World/Terrain Mesh, you will see a list of the materials in the palette. By default there are 4. Click on a material and you will see the material editor.

In the material editor you can see an entry for each of the parts of the terrain material, Diffuse, Heightmap, Normal, and Specular. This editor allows you to click on the Ellipsis.png button and select from a list of textures in resources. It also shows a preview of this texture.

You can add new materials by right clicking on the Palette in the hierarchy.

General
Material ID
Name
Selection Lock
Sound Material Type
Visible
Scales
Relief This is the strength of the relief (height) map.
UVTile This specifies the number of times the material tiles on a sector, the higher the number the smaller the material will show up.
Textures
Diffuse The diffuse texture defines the material's color at each pixel.
Normal Normal maps are used to add shading to the texture, faking the effect of "bumpiness"
Specular Specular maps define how shiny the texture is. the Level Editor simply takes the image you assign to the specular Texture and converts it to grayscale and writes it to the alpha channel of your LAYOUT__pal.dds texture
Specular Color Tints the reflected light
Specular Exponent
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