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Data/Terrain Types

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Contents

Terrain Types

https://www.sc2mapster.com/media/attachments//13/966/Terrain_001.jpg

Description

The convercence of Terrain Textures and Terrain Cliffs data types used by Map Properties/Map Texture Sets to determine the terrains and cliffs able to be placed in the terrain editor. Also determines the visual properties of the creep spawned by units

Hints

Mix and match as you wish but there is no accounting for bad tastes

Example Usage

Digital Peril

A map that is a work in progress which uses custom terrain textures made from textures found ingame. Also has a customized creep used

URL

https://www.sc2mapster.com/forums/resources/data-assets/46733-the-assets-of-evil/#posts

Fields Description

Ambience

  • Ambient Soundtracks data type played
  • The background sounds for this terrain set that give it atmosphere

Background Model (Fixed)

  • The background model from the Models data type used for the sky and areas beneath the terrain
  • Skybox models are recommended but Parallax can also be used

Background Model (Not fixed)

  • Background model that appears in the foreground
  • Parallax models are recommended but Skybox can also be used

Camera

  • Camera Type used for viewing the map ingame unless otherwise specified
  • Adjusted under Cameras data type
  • Space Platform or Installation will have an overhead-dome effect for the skybox

Cliffs

Creep Edge Normal Map

  • Texture for determining the visual depth of the contours applied to the edge of the creep

Creep Height Map

  • The texture for the normal map applied to the creep texture which determines the visual depth of the contours of the creep surface

Creep Noise Map

  • Texture used as a map to create the random fluctuations in the creep height
  • Created by bands of the moving texture and a superimposed mirror image resulting in areas of constructive interference
  • Responds to grey scale, red and blue textures but not yellow

Creep Settings - Creep Diffuse Color Tint

  • Tint colour of the Creep Texture
  • Max 255
  • X is Red, Y is Green and Z is Blue

Creep Settings - Creep Ground Normal Blend

  • (Unknown)

Creep Settings - Height Map Strength

  • Scaling factor for the Creep Height Map to determine the amplitude of the depth
  • Warning there is a saturation value depending on the texture used

Creep Settings - Noise Speed

  • Determines how many tiles per second the bidirectional noise conveyors move

Creep Settings - Noise Strength

  • Scaling factor for the amplitude of the Creep Noise Map

Creep Settings - Noise Tiling

  • Determines the density of the noise conveyors per unit area
  • Makes the texture used for the noise map change in size which may alter how some details appear
  • Seems to only look good with whole numbers
  • Increasing the number decreases the size of the texture per unit area

Creep Settings - Normal Map Edge Ramp Threshold

  • Determines how rapidly the creep height/noise map is converted into the Creep Edge Normal Map at the creep edges
  • 1 max is instantly the edge map
  • 0 is always the height/noise map

Creep Settings - Normal Map Edge Tiling

  • The density of the Creep Edge Normal Map texture
  • Increasing the number increases the number of times the normal texture is repeated per unit area

Creep Settings - Normal Map Tiling

  • Determines the density of the Creep Height Map texture
  • Increasing the number increases the number of times the normal texture is repeated per unit area

Creep Settings - Opaque Treshold

  • (Unknown) appears to affect the edges of the creep
  • Potentially affects the falloff rate of the creep textures at the edges

Creep Settings - Texture Rotation

  • Determines the angle the creep textures are rotated in a clockwise direction
  • Useful for aligning textures that do not match along the edges

Creep Settings - Texture Tiling

  • Determines the density of the Creep Texture texture
  • Increasing the number increases the number of times the diffuse texture is repeated per unit area

Creep Settings - Translucent Emissive Factor

  • Determines the HDR of the creep edge emissive
  • Max 255
  • X is Red, Y is Green and Z is Blue

Creep Settings - Translucent Threshold Maximum

  • Maximum value of which a random value is taken determining the gradient of the Creep Edge Normal Map at the creep edges
  • Increasing the value increases the length of the edge

Creep Settings - Translucent Threshold Minimum

  • Minimum value of which a random value is taken determining the gradient of the Creep Edge Normal Map at the creep edges
  • Increasing the value increases the length of the edge

Creep Settings - Translucent Tint

  • The Tint of the creep edges
  • Max 255
  • X is Red, Y is Green and Z is Blue

Creep Specular Map

  • The texture used for the reflective properties of the creep in response to the lighting from the Lights data type

Creep Texture

  • Texture used for the creep diffuse
  • Changing to sludgewater makes the creep all green and mottled while pipegroundbigsewage has a more consistent gunky texture

Digital Sound Effects - Effect Links

DSP Array Master Output

Environment Map

  • The texture used for the horizon that is seen in cinematics between the skybox

Fixed Skybox Actor

  • Used for creating a Model type actor from the Actors data type that can be used as a skybox in the background which responds to actor events
  • An example is KorhalFallingSkybox (Unnamed) that is used to play different animations based on progress in the LOTV campaign mission

Fog Color

  • The color of the Fog

Fog Density

  • How thick the fog is

Fog Distance Falloff

  • Think of this like a Fog Falloff step size, smaller values yield more blended looking fog

Fog Distance Far

  • Controls the distance in which fog density increases in conjunction with Fog Distance Near

Fog Distance Near

  • Controls the distance between the start of fog with respect to player's unit(s)
  • If near is larger than far, fog centers on user's units and fades outward)|

Fog Enabled

  • Toggles Fog
  • Fog does not appear to affect skybox, and ends abruptly at the horizon line

Fog Falloff

  • Rate at which the fog density increases with decreasing height

Fog of War Color

  • Tint colour for the fog of war

Fog of War Plane Enabled

  • (Unknown)

Fog Starting Height

  • Height of fog
  • Similar to the above Fog Distance Near, but in the Z direction

Foliage Settings - Accept World Forces

  • Determines if Grass, Trees or Shrub type foliage (set under the Layer field in the Models data type) is affected by gravity and wind forces

Foliage Settings - Sampling Distance

  • (Unknown)

Gravity

  • Used to determine the rate of vertical acceleration of foliage, ragdolls, debris and missile movers

Hard Tiles

  • Roads associated with the terrain set
  • Adjust under the Terrain Roads section of the data editor

Height Flags

  • Air Smoothing: (Unknown)

Hidden in Editor

  • Prevents the tileset showing up in of the editor under Map Properties/Map Texture Sets

Hide Lowest Level

  • Determines if the lowest cliff level (usually -8) shows a ground texture or not allowing players to view the skybox through gaps in the terain
  • Usually enabled for space platforms or space station terrain sets

Lighting

  • The default lightning used for the map
  • Pointless if you use triggers for a day/night cycle
  • Adjusted under the Lights data type

Loading Screen

  • Default loading screen for maps using this terrain type?

Minimap Background Color

  • Colour of the hidden terrain on the minimap

Minimap Brighten Factor

  • (Unknown)

Minimum Vision Cliff Level

  • (Unknown)

Name

  • Name of your Terrain Type

Non Fixed Skybox Actor

  • Used for creating a Doodad type actor from the Actors data type that can be used as a skybox in the foreground of the background which responds to actor events

Parallax Occlusion Mapping Scale

  • (Unknown)

Physics Timescale

  • Adjusts the rate of interactions caused by the Physics Material of Terrain Textures

Reverb (Ambient)

  • Echo effects for units within a short distance of the camera bounds set under Reverb Effects

Reverb (Global)

Sound Distance Factor

  • (Unknown)

Sound Doppler Factor

  • (Unknown)

Sound Rolloff Factor

  • (Unknown)

Texture Prop

  • (Unknown)

Textures - Blend

Tiling Frequency

  • Affects the density of the terrain texture per unit area
  • Increasing the number decreases the distance between tiles

Wind Angle Vertical

  • Vertical (Y) vector used for determining wind direction for foliage interaction

Wind Speed

  • The speed of the wind used for foliage interaction

Wind Turbulence Power

  • The strength of the wind used for foliage interaction

Wind Turbulence Speed

  • (Unknown)

Wing Angle Horizontal

  • Horizontal (X) vector used for determining wind direction for foliage interaction

Skybox:

  • Generates a skybox around terrain

Bel'shir

https://www.sc2mapster.com/media/attachments/2/840/Bel_shir_skybox.jpg

Braxis Alpha

https://www.sc2mapster.com/media/attachments/2/843/Braxis_Alpha_skybox.jpg

Char

Sky portion: https://www.sc2mapster.com/media/attachments/2/846/Char_skybox_sky.jpg http://static.sc2mapster.com/content/attachments/11/884/Char_skybox_sky.jpg

Floor Portion: https://www.sc2mapster.com/media/attachments/2/845/Char_skybox_floor.jpg http://https://www.sc2mapster.com/media/attachments/11/885/Char_skybox_floor.jpg%7C

Mar Sara

https://www.sc2mapster.com/media/attachments/2/847/Marsara_skybox.jpg

Shakuras

https://www.sc2mapster.com/media/attachments/2/848/Shakuras_skybox.jpg

Xil

https://www.sc2mapster.com/media/attachments/2/849/Xil_skybox.jpg

Auir

(does not display)

Castanar

(does not display)

Parallax:

  • Overlays models in the foreground and background.

Braxis Alpha

Sky portion: https://www.sc2mapster.com/media/attachments/2/842/Braxis_Alpha_parallax_sky.jpg https://www.sc2mapster.com/media/attachments/11/882/Braxis_Alpha_parallax_sky.jpg

Floor Portion: https://www.sc2mapster.com/media/attachments/2/841/Braxis_Alpha_parallax_floor.jpg https://www.sc2mapster.com/media/attachments/11/883/Braxis_Alpha_parallax_floor.jpg%7C

Char

https://www.sc2mapster.com/media/attachments/2/844/Char_parallax.jpg

Avernus

(does not display)

Ulnar

(does not display)

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