Level Editor/Panels/Terrain

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The Terrain tab (bottom right) holds the brush settings for the Paint / Sculpt Terrain tool: what the brush does, how big and strong it is, and the terrain's texture layers. How to create a terrain and use the tool is on Terrain.

With no terrain selected the tab says Select a Terrain to sculpt or paint.

Mode

The Mode list chooses what a stroke does:

  • Sculpt: change the height of the ground, or cut holes in it.
  • Paint: paint texture layers.
  • Detail (resolution): change how finely tiles are divided.
  • Scale: change how large the textures tile, per spot.

Brush

These apply in every mode.

Setting Type Default What it does
Brush size Meters, 0.05 to 64 4.0 The brush's radius. [ / ] change it.
Brush strength 0.05 to 32 4.0 How strongly each stroke works. Shift+[ / ] change it.
Brush shape List Circle Circle, Square or Diamond.
Brush rotation Degrees, 0 to 360 0 Turns a Square or Diamond brush.
Falloff List Smooth How the brush fades towards its edge: Smooth, Linear or Hard (no fade).
Spacing 0 to 2 0 0 is a continuous stroke. Above 0, the brush stamps separate dabs this many brush radii apart, for scatter strokes.
Jitter 0 to 1 0 A random offset for each dab, in brush radii. Use it with Spacing for scatter, or alone for a spray.
Symmetry X / Z Toggles Off Repeat every dab mirrored across the middle of the terrain, along X, Z or both.
Show vertex grid Check box Off Draws the terrain's vertex grid over it, so you can see its resolution and detail changes.

Sculpt mode

Sculpt mode buttons choose the brush:

Button Key What it does
Raise 1 Lifts the ground under the brush.
Lower 2 Lowers it.
Smooth 3 Evens out bumps.
Flatten 4 Pulls the ground towards the height under the middle of the brush. Press 4 again for angled flatten: the ground is pulled towards the slope of the surface where the stroke started, so you can make an even ramp.
Cut hole 9 Removes the ground under the brush (for cave mouths and tunnels).
Fill hole 0 Puts removed ground back.

Stitch mirror seam: for a terrain that a Mirror Node copies onto the other half of the map. It joins the terrain to its copy where the two meet: moves it onto the seam if it is off by up to 1 m, sets each pair of meeting vertices to one height, and fades the change 4 m into the ground and 2 m into the paint so the join leaves no ridge. One undo step; later strokes keep the seam joined. A message under it reports how many vertices it joined and the largest step.

Paint mode

A terrain has up to five texture layers: the base (layer 0, the unpainted ground) and four you paint over it.

  • Layer (click to paint, double-click to change material): the list of the terrain's layers. Click one to paint with it; double-click it to pick another material for it.
  • Add Layer...: adds a layer from a material you pick.
  • Footstep sound: what footsteps (and bullet marks) on the selected layer are like. Auto works it out from the texture's name.
  • Texture scale (0.1 to 16, default 1.0): how finely the selected layer tiles everywhere it appears (below 1 coarser, above 1 finer).
  • Fill tile under cursor: fills the whole tile under the brush with the selected layer.
  • 5 to 8 choose layers 0 to 3 for painting.

Auto-texture by slope paints the whole terrain by its slope:

  • Flat layer and Steep layer: which layer goes on flat and on steep ground.
  • Flat below (deg) (default 25) and Steep above (deg) (default 50): the slopes where each starts; between them the two blend.
  • Apply slope texturing paints it.

Detail mode

Region detail: drag to set hovered tiles' resolution. A terrain is made of square tiles (32 m by default), each with its own resolution. Choose a resolution and drag over tiles to set it:

  • Low (9), Medium (33), High (65), Ultra (129) vertices along each side of a tile.
  • Apply to whole terrain sets every tile.

Use high detail only where players walk close to it; distant ground can be low.

Scale mode

Texture scale: drag to retile (1.0 = default, <1 coarser, >1 finer). Paints a texture scale onto the ground, so one patch can tile larger or smaller than the rest.

  • Scale (0.25 to 4, default 1.0): the scale a stroke paints.
  • Fill tile under cursor: sets the whole tile under the brush to this scale.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use