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Textures

leszekd25 edited this page Oct 9, 2019 · 5 revisions

Textures mode

Using this mode, you can bring color to your freshly built. barren terrain. You can set up which textures will be used, define custom tiles made by mixing textures together, and more.

User interface

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Modify texture set

Each map comes with 32 predefined base textures chosen from all available terrain textures in the game. Texture ID 0 is always reserved and can't be changed by any means, leaving 31 modifiable textures. Click on this button to modify this texture set, for example turning grassy plains into snowy desert.

Brush settings

You use brush to paint on terrain - whether it's height paint, texture paint, or anything else.

Size

Radius of the brush. The larger the size, the bigger the area affected by brush.

Shape

Currently, brush supports 3 shapes: Square, Circle, Diamond. Circle is the default shape, and is usually enough for most cases.

Match movement flags

A special property of paint brush, it allows you to paint only on terrain which blocks movement, or only on terrain which doesn't block it, depending on whether the tile you paint with blocks movement or not. Very useful when you have already painted mountains with one tile, but want to change the tile to another type.

Tile type

Tile inspector allows you to select tile to paint with. There are 2 tile types: base tile, which encompasses all modifiable base textures provided for the currently open map, and custom tile, which are made by mixing base textures. See Inspector below.

Slope-based paint

A special painting tool for modifying the look of the map. It is used to paint whole map depending on how steep the terrain is.

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Slope threshold

You can set threshold for the paint tool, which is used to determine which one of the groups will be used to paint on the specific parts of the map. Angle varies between 0 and 90 - 0 meaning only the tiles above threshold group will be used for painting, 90 meaning the same but for the tiles below threshold group, and anything inbetween will use both of the groups depending on terrain slope.

The two groups share the same parameters. Click the + button to add a new tile type to the group, click on tile to remove it from the group.

Tile ID

The ID of the particular tile in the group. It can take values from 1 to 223, just as the tiles on tile list.

Weight

The weight of the particular tile in the group. It can take any integer value greater than 0.

When you're done setting up groups, click on Apply button to paint the terrain. The process goes as follows:

  • If the angle between terrain and the horizontal plane is lower than slope threshold, Tiles below threshold group is used to paint the terrain. Otherwise, Tiles above threshold group is used.
  • When a group is determined, a tile type is chosen randomly from the group, depending on weights. In the example above, tile ID 19 has weight 1, and tile ID 2 has weight 3. This means that the terrain will be painted using tile ID 19 with probability 1/4 = 25%, and tile ID 2 - with probability 3/4 = 75%.

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Inspector

Texture inspector lets you choose which tile to paint the map with. If selected tile type is Base, the inspector will display all modifiable base textures (ID 1 to 31) (as seen on top of this page).

If selected tile type is Custom, the inspector will change its appearance.

Use Add button to create new tile types, and Delete to remove them from the available tile types selection. Note that deleting a tile type does not remove tiles of this type on the map.

Mixing panel

Custom tiles are a mix of up to 3 base textures. Change textures and weights to alter tile type appearance. The weights should sum up to 255 for desired results.

Blocks movement/vision

You can specify whether selected tile type blocks unit movement and vision in the game.

3D display controls

Use LMB to paint the terrain with chosen tile. Press RMB to set tile to paint with based on tile at the 3D cursor position.

Additional information

You can't paint terrain with height set to 0 - it will be automatically painted with tile 0.

In addition to assigning visibility flag to tiles, SpellForce determines visibility by checking if terrain itself obstructs vision of a unit. You don't need to set the flag - simply modify the heightmap.

Written with StackEdit.

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