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.
  • Not walkable: mark ground players cannot stand on.

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.

Not walkable mode

Not walkable: drag to mark the quads under the brush. Marks ground that players cannot stand on, for keeping them out of bounds. Paint marks the ground under the brush, Erase makes it walkable again; each stroke is one undo step. The ground is marked square by square (the terrain's grid), so the brush's shape and falloff do not matter: a square is marked or it is not.

In the game, marked ground counts as a slope too steep to walk, whatever its real angle: players cannot jump from it, sloped marked ground slides them off, and bots never path onto it. See Not walkable faces for the details, which are the same for brushes. Marked ground is hatched in every view (View > Show Not-Walkable Surfaces).

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