Data/Terrain Types

## 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 - 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 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)

### 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 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

### 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

### 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

### 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

### 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

### 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

### Wing Angle Horizontal

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

## Skybox:

* Generates a skybox around terrain

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.

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