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[ | ]
- Cliff Face Texture used from the Terrain Cliffs data type
- Cliff type in the terrain editor: cliff palette
- 4 max
- Pictures of all default cliffs are listed at http://www.screference.op74.net/
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[ | ]
- (Unknown) Links to Reverb Effects data type
DSP Array Master Output[ | ]
- (Unknown) Links to Reverb Effects data type
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)[ | ]
- Global echo effects set under Reverb Effects
Sound Distance Factor[ | ]
- (Unknown)
Sound Doppler Factor[ | ]
- (Unknown)
Sound Rolloff Factor[ | ]
- (Unknown)
Texture Prop[ | ]
- (Unknown)
Textures - Blend[ | ]
- The mix of terrain textures you paint in the terrain editor
- 8 Max
- Set under the Terrain Textures data type
- Pictures of all the default terrain textures are listed at http://www.screference.op74.net/
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) |
Related[ | ]
- Cameras
- Terrain Cliffs
- Lights
- Models
- Reverb Effects
- Soundtracks
- Terrain Roads
- Terrain Textures