Terrain brushes¶
Terrain Material's New... button opens the New Terrain Brush dialog. A brush is a texture-tree entry that does one of three things:
- Alias - (Paints an existing terrain under a new name, in its own folder.)
- Re-file - (Moves an existing terrain to another folder. The brush takes the terrain's name.)
- New texture - (Adds a terrain from a
.tgainArt\Terrain, for the editor and the game.)
The dialog previews the whole texture of the picked terrain, or of the first new texture file.
Brush files¶
New appends each brush to WorldBuilderQt\TerrainBrushes.ini in the game folder. WorldBuilder reads
every .ini in WorldBuilderQt\ at startup; the game never reads them. A hand edit takes effect on
the next start.
Brush MyRoadPatch ; alias
Terrain = AsphaltType1
Category = Urban\Roads
End
Brush GrassType2 ; re-file
Category = Grass\Green
End
- Category - (Folder path in the texture tree, levels split by
\or/. It replaces theClassfolder. An alias or new texture without one goes under Custom.) - Terrain - (Terrain.ini name the brush paints. Maps store that name, so they load in any build. Left out, the brush re-files the terrain of its own name.)
- Brush names use letters, digits,
_,-and..
New textures¶
A new texture also appends a Terrain block to the loose Data\INI\Terrain.ini, so maps painted
with it draw in-game.
- Loose file only - (When
Terrain.inisits only inside a.big, New refuses. Extract it intoData\INI\first; a new loose copy would hide every terrain in the archive.) - Multiplayer - (Terrain INI is part of the multiplayer INI check, so every player needs the edited
Terrain.ini.) - File - (24- or 32-bit
.tga. Each side is cut into 64-pixel tiles, at most 10, so a side over 640 pixels is refused. The name may not contain spaces,;,=or quotes.) - Browse - (Copies a file from outside
Art\Terraininto it, replacing those characters with_. A name already inArt\Terrainis skipped, never overwritten.) - Several files - (Browse takes many at once. Each becomes its own brush named after its file, all in the chosen category with the same keys. A failure skips that file and is listed; the rest are created.)
Terrain.ini keys¶
| Box | Key | In-game effect |
|---|---|---|
| Blend edges | BlendEdges |
Custom blend-edge texture, listed in Blend Material, not the tree |
| Restrict construction | RestrictConstruction |
Nothing can be built on it |
| Glint strength | GlintStrength |
Multiplies GameData's TerrainGlintIntensity; 0 is dull |
| Glint gloss | GlintGloss |
Glint tightness; unset takes GameData's TerrainGlintGloss |
- New texture - (Ticked boxes are written into its new block.)
- Existing terrain - (The boxes show its keys as the game parsed them. Blend edges is read-only.)
- Save to Terrain.ini - (Writes only the keys that changed, into the terrain's last block in the
loose
Terrain.ini. A terrain defined only in an archive gets an override block of the same name. An unticked key is written as its default,No,1or0, so an earlier block cannot bring an old value back.) - Later files - (Save refuses when a file in
Data\INI\Terrain\also defines the terrain, because the game loads it afterTerrain.ini. Edit that file instead.) - Create with unsaved key edits asks whether to save them too.