Data/Terrain Types

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Terrain Types[edit | edit source]

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

Description[edit | edit source]

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[edit | edit source]

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

Example Usage[edit | edit source]

Digital Peril[edit | edit source]

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[edit | edit source]

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

Fields Description[edit | edit source]

Ambience[edit | edit source]

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

Background Model (Fixed)[edit | edit source]

  • 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)[edit | edit source]

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

Camera[edit | edit source]

  • 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[edit | edit source]

Creep Edge Normal Map[edit | edit source]

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

Creep Height Map[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Creep Settings - Creep Ground Normal Blend[edit | edit source]

  • (Unknown)

Creep Settings - Height Map Strength[edit | edit source]

  • 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[edit | edit source]

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

Creep Settings - Noise Strength[edit | edit source]

  • Scaling factor for the amplitude of the Creep Noise Map

Creep Settings - Noise Tiling[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • (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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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

Creep Specular Map[edit | edit source]

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

Creep Texture[edit | edit source]

  • 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[edit | edit source]

DSP Array Master Output[edit | edit source]

Environment Map[edit | edit source]

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

Fixed Skybox Actor[edit | edit source]

  • 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[edit | edit source]

  • The color of the Fog

Fog Density[edit | edit source]

  • How thick the fog is

Fog Distance Falloff[edit | edit source]

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

Fog Distance Far[edit | edit source]

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

Fog Distance Near[edit | edit source]

  • 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[edit | edit source]

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

Fog Falloff[edit | edit source]

  • Rate at which the fog density increases with decreasing height

Fog of War Color[edit | edit source]

  • Tint colour for the fog of war

Fog of War Plane Enabled[edit | edit source]

  • (Unknown)

Fog Starting Height[edit | edit source]

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

Foliage Settings - Accept World Forces[edit | edit source]

  • 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[edit | edit source]

  • (Unknown)

Gravity[edit | edit source]

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

Hard Tiles[edit | edit source]

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

Height Flags[edit | edit source]

  • Air Smoothing: (Unknown)

Hidden in Editor[edit | edit source]

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

Hide Lowest Level[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • Default loading screen for maps using this terrain type?

Minimap Background Color[edit | edit source]

  • Colour of the hidden terrain on the minimap

Minimap Brighten Factor[edit | edit source]

  • (Unknown)

Minimum Vision Cliff Level[edit | edit source]

  • (Unknown)

Name[edit | edit source]

  • Name of your Terrain Type

Non Fixed Skybox Actor[edit | edit source]

  • 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[edit | edit source]

  • (Unknown)

Physics Timescale[edit | edit source]

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

Reverb (Ambient)[edit | edit source]

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

Reverb (Global)[edit | edit source]

Sound Distance Factor[edit | edit source]

  • (Unknown)

Sound Doppler Factor[edit | edit source]

  • (Unknown)

Sound Rolloff Factor[edit | edit source]

  • (Unknown)

Texture Prop[edit | edit source]

  • (Unknown)

Textures - Blend[edit | edit source]

Tiling Frequency[edit | edit source]

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

Wind Angle Vertical[edit | edit source]

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

Wind Speed[edit | edit source]

  • The speed of the wind used for foliage interaction

Wind Turbulence Power[edit | edit source]

  • The strength of the wind used for foliage interaction

Wind Turbulence Speed[edit | edit source]

  • (Unknown)

Wing Angle Horizontal[edit | edit source]

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

Skybox:[edit | edit source]

  • Generates a skybox around terrain

Bel'shir[edit | edit source]

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

Braxis Alpha[edit | edit source]

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

Char[edit | edit source]

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[edit | edit source]

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

Shakuras[edit | edit source]

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

Xil[edit | edit source]

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

Auir[edit | edit source]

(does not display)

Castanar[edit | edit source]

(does not display)

Parallax:[edit | edit source]

  • Overlays models in the foreground and background.

Braxis Alpha[edit | edit source]

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[edit | edit source]

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

Avernus[edit | edit source]

(does not display)

Ulnar[edit | edit source]

(does not display)

Related[edit | edit source]