Texture Set Overview
Terrain Texture Sets (Data Type)
Terrain Texture Sets

Description
The convercence of Terrain Textures and Terrain Cliffs data types used by Map Properties/Map Textures 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
SuperCrane Textures
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
SuperCrane_Textures (See Bottom)
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 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
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 - 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 Nomral 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
- Changing to slugewater makes the creep all green and mottled while pipegroundbigsewage has a more consistent gunky texture
Digital Sound Effects - Effect Links
- (Unknown) Links to Reverb data type
Environment Map
- The texture used for the horizon that is seen in cinematics between the skybox
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) (Note: if near is larger than far, fog centers on user's units and fades outward)|
Fog Enabled
- Toggles Fog
- Fog does not appear to effect 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
Foliage Settings - Sampling Distance
- (Unknown)
Gravity
- Used to determine the rate of vertical acceleration of debris and missile movers
Hard Tiles
- Roads associated with the terrain set
- Adjust under the Terrain Roads section of the data editor
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
Minimap Background Color
- Colour of the hidden terrain on the minimap
Name
- Name of your Terrain Texture Set
Parallax Occlusion Mapping Scale
- (Unknown)
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)
Textures - Blend
- The mix of terrain textures you paint in the terrain editor (8max)
- Set under the Terrain Textures data type
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 strengthof 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
Braxis Alpha

Char
Sky portion:![]() | Floor Portion:![]() |
Mar Sara

Shakuras

Xil

Auir
(does not display)
Castanar
(does not display)
Parallax:
Overlays models in the foreground and background.
Braxis Alpha
Sky portion:![]() | Floor Portion:![]() |
Char

Avernus
(does not display)
Ulnar
(does not display)
Related
Needs links to Terrain Textures, Terrain Cliffs, Terrain Roads, Lights, Soundtracks, Reverb Effects, Models and Cameras (All data types)
| Name | Size | MD5 |
|---|---|---|
| SuperCraneTextures.SC2Map | 171.3 KiB | 66b1e9c34721... |



