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Texture Set Overview

Terrain Texture Sets (Data Type)

Terrain Texture Sets

http://static.sc2mapster.com/content/attachments/13/966/Terrain_001.jpg

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
  • (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

Belshir Skybox

Braxis Alpha

http://static.sc2mapster.com/content/attachments/2/843/Braxis_Alpha_skybox.jpg

Char

Sky portion:
http://static.sc2mapster.com/content/attachments/11/884/Char_skybox_sky.jpg
Floor Portion:
http://static.sc2mapster.com/content/attachments/11/885/Char_skybox_floor.jpg

Mar Sara

http://static.sc2mapster.com/content/attachments/2/847/Marsara_skybox.jpg

Shakuras

http://static.sc2mapster.com/content/attachments/2/848/Shakuras_skybox.jpg

Xil

http://static.sc2mapster.com/content/attachments/2/849/Xil_skybox.jpg

Auir

(does not display)

Castanar

(does not display)

Parallax:

Overlays models in the foreground and background.

Braxis Alpha

Sky portion:
http://static.sc2mapster.com/content/attachments/11/882/Braxis_Alpha_parallax_sky.jpg
Floor Portion:
http://static.sc2mapster.com/content/attachments/11/883/Braxis_Alpha_parallax_floor.jpg

Char

http://static.sc2mapster.com/content/attachments/2/844/Char_parallax.jpg

Avernus

(does not display)

Ulnar

(does not display)

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...
  • Braxis_Alpha_parallax_sky.jpg
  • Braxis_Alpha_parallax_floor.jpg
  • Char_skybox_sky.jpg
  • Char_skybox_floor.jpg
  • Terrain_001.jpg
    The possibility to combine ...

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Table of contents

  1. 1 Texture Set Overview
  2. 2 Terrain Texture Sets (Data Type)
    1. 2.1 Terrain Texture Sets
      1. 2.1.1 Description
      2. 2.1.2 Hints
    2. 2.2 Example Usage
      1. 2.2.1 SuperCrane Textures
        1. 2.2.1.1 URL
    3. 2.3 Fields Description
      1. 2.3.1 Ambience
      2. 2.3.2 Background Model (Fixed)
      3. 2.3.3 Background Model (Not fixed)
      4. 2.3.4 Camera
      5. 2.3.5 Cliffs
      6. 2.3.6 Creep Edge Normal Map
      7. 2.3.7 Creep Height Map
      8. 2.3.8 Creep Noise Map
      9. 2.3.9 Creep Settings - Height Map Strength
      10. 2.3.10 Creep Settings - Noise Speed
      11. 2.3.11 Creep Settings - Noise Strength
      12. 2.3.12 Creep Settings - Noise Tiling
      13. 2.3.13 Creep Settings - Normal Map Edge Ramp Threshold
      14. 2.3.14 Creep Settings - Normal Map Edge Tiling
      15. 2.3.15 Creep Settings - Normal Map Tiling
      16. 2.3.16 Creep Settings - Opaque Treshold
      17. 2.3.17 Creep Settings - Texture Rotation
      18. 2.3.18 Creep Settings - Texture Tiling
      19. 2.3.19 Creep Settings - Translucent Emissive Factor
      20. 2.3.20 Creep Settings - Translucent Threshold Maximum
      21. 2.3.21 Creep Settings - Translucent Threshold Minimum
      22. 2.3.22 Creep Settings - Translucent Tint
      23. 2.3.23 Creep Specular Map
      24. 2.3.24 Creep Texture
      25. 2.3.25 Digital Sound Effects - Effect Links
      26. 2.3.26 Environment Map
      27. 2.3.27 Fog Color
      28. 2.3.28 Fog Density
      29. 2.3.29 Fog Distance Falloff
      30. 2.3.30 Fog Distance Far
      31. 2.3.31 Fog Distance Near
      32. 2.3.32 Fog Enabled
      33. 2.3.33 Fog Falloff
      34. 2.3.34 Fog Starting Height
      35. 2.3.35 Foliage Settings - Accept World Forces
      36. 2.3.36 Foliage Settings - Sampling Distance
      37. 2.3.37 Gravity
      38. 2.3.38 Hard Tiles
      39. 2.3.39 Hide Lowest Level
      40. 2.3.40 Lighting
      41. 2.3.41 Minimap Background Color
      42. 2.3.42 Name
      43. 2.3.43 Parallax Occlusion Mapping Scale
      44. 2.3.44 Reverb (Ambient)
      45. 2.3.45 Reverb (Global)
      46. 2.3.46 Sound Distance Factor
      47. 2.3.47 Sound Doppler Factor
      48. 2.3.48 Sound Rolloff Factor
      49. 2.3.49 Textures - Blend
      50. 2.3.50 Tiling Frequency
      51. 2.3.51 Wind Angle Vertical
      52. 2.3.52 Wind Speed
      53. 2.3.53 Wind Turbulence Power
      54. 2.3.54 Wind Turbulence Speed
      55. 2.3.55 Wing Angle Horizontal
  3. 3 Skybox:
    1. 3.1 Bel'shir
    2. 3.2 Braxis Alpha
    3. 3.3 Char
    4. 3.4 Mar Sara
    5. 3.5 Shakuras
    6. 3.6 Xil
    7. 3.7 Auir
    8. 3.8 Castanar
  4. 4 Parallax:
    1. 4.1 Braxis Alpha
    2. 4.2 Char
    3. 4.3 Avernus
    4. 4.4 Ulnar
    5. 4.5 Related

Facts

Date created
Jan 11, 2011
Last updated
May 08, 2011