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Creating new regions

Artyom Zuev edited this page Dec 15, 2025 · 20 revisions

This article will demonstrate how to create a mod expanding the world of Phantom Brigade. It'll cover the recommended workflow for creating the 3D landscape, configuring the landscape in the SDK, extending the province database to place your landscape in the world and setting up a mod utilizing the AssetBundle system to sideload your assets. Make sure to read the Creating asset mods article before proceeding.

t11_00_header.png

Asset structure

Before we get to setting up the mod, we need to learn the parts that regions (provinces) in PB are built from. Let's start with the visual assets and go over the data (configs) later. As covered in Creating asset mods, the assets will be located in the Assets/User/ folder. The highest level asset is a Prefab with a special component called OverworldLandscapeRoot:

t11_01_asset_prefab.png

The OverworldLandscapeRoot component provides a number of references to the landscape system. They include the main terrain mesh (3D model of the playable area), the skirt mesh (3D model of the background area extending to horizon), textures (albedo, normal, splat map) and some optional values. With the data from this component, the landscape system can display the terrain to players at runtime.

Let's take a closer look at the two 3D models:

t11_04_meshes.png

Finally, let's take a look at the textures. The main textures used by majority of landscapes are:

t11_02_asset_tex.png

  • Main texture (usually named tex_color_out):
    • Usually an 8-bit RBGA PNG with 2048x2024px resolution
    • Unity import settings: Default type, sRGB on
    • RGB stores albedo color
    • A stores the water mask
  • Splat texture (usually named tex_splat_out):
    • Usually an 8-bit RBG PNG with 1024x1024px resolution
    • Unity import settings: Default type, sRGB off
    • R stores mask of flat areas
    • G stores mask of slopes
    • B stores mask of smooth areas like snow
  • Optional normal texture (usually named tex_detail_normal):
    • Usually an 8-bit RBG PNG with 2048x2048px resolution
    • Unity import settings: Normal map type
    • RGB stores a tangent normal map

Now that we know what assets we need (meshes and textures), we can look into ways to make them using external software like Gaea 2. Once we're done with the assets, we'll return to the SDK to continue setting up the landscape.


Creating assets in Gaea 2

t11_05_gaea0.png

The assets for the terrains can be created in any 3D software such as Blender, but we recommend using Gaea 2: it is the software that was used for built-in terrains in Phantom Brigade and it produces highly realistic results with minimal setup. The free version is limited to 1024x1024px exports, but it should be sufficient modding purposes. You can download Gaea 2 here.

This tutorial will cover the specifics of using Gaea 2 to generate terrains for Phantom Brigade. We recommend getting familiar with the fundamentals of Gaea 2 (like camera navigation, general UI, basics of node use) before continuing this tutorial. Check out the Learning portal on their official website, look up quick start tutorials on YouTube (such as this one). You can also check official templates installed with Gaea 2 for inspiration.

Setting the project

Let's go over setting up a Gaea 2 project file. There's a number of details that we need to get right to get the exports in the right place and to get the results matching built-in terrains. Start by selecting File > New option and choose a folder for your project. Make sure to set up the project within the SDK folder, under Assets/Users/. For example, create Assets/Users/mod_landscape_02, like so:

t11_05_gaea1.png

Choose a filename matching the folder name:

t11_05_gaea2.png

With the project created and open, go to the project build settings (Project > Build Settings) and change Build destination to <FileLocation>\Build\. Make sure File overwrite mode is set to Overwrite:

t11_05_gaea4.png

Next, go to the Terrain tab of project settings, set Width to 16834 and set Height to 2048:

t11_05_gaea3.png

Finally, check the terrain resolution on top of the main window. If you're using the free version, set it to 1024x1024, otherwise set it to 2048x2048.

t11_05_gaea5.png

Setting up the nodes

With the initial setup done, let's create a very minimal node graph. Our goal here is to learn what it takes to generate all the necessary assets, so we'll keep the node graph simple and focus on its outputs, not on producing a particularly complex terrain. You can always extend the graph later to give it a more intricate shape and texture.

t11_06_nodes1.png t11_06_nodes2.png t11_06_nodes3.png t11_06_nodes4.png t11_06_nodes5.png t11_06_nodes6.png t11_06_nodes7.png t11_06_nodes8.png t11_06_nodes9.png t11_06_nodes10.png t11_06_nodes11.png ...


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Configuring the landscape

t11_03_landscape_scene.png

Configuring the mod

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Testing in the game

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