<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Terrain_Editor</id>
	<title>Terrain Editor - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Terrain_Editor"/>
	<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;action=history"/>
	<updated>2026-06-10T13:23:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3813&amp;oldid=prev</id>
		<title>Hoffa: /* Compile Detail Textures */</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3813&amp;oldid=prev"/>
		<updated>2007-11-30T11:02:56Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Compile Detail Textures&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 11:02, 30 November 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l393&quot; &gt;Line 393:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 393:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then copy from your ''base/maps'' folder the '''&amp;lt;mapname&amp;gt;'''''_detail.tga'' and '''&amp;lt;mapname&amp;gt;'''''_detailmask.tga'' to your ''base/megatextures'' folder.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then copy from your ''base/maps'' folder the '''&amp;lt;mapname&amp;gt;'''''_detail.tga'' and '''&amp;lt;mapname&amp;gt;'''''_detailmask.tga'' to your ''base/megatextures'' folder. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; Once relocated, rename to add the term ''_lit'' to the file names, '''&amp;lt;mapname&amp;gt;'''''_lit_detail.tga'' and '''&amp;lt;mapname&amp;gt;'''''_lit_detailmask.tga''.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Surface Type =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Surface Type =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Hoffa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3812&amp;oldid=prev</id>
		<title>MoP: minor spelling and info fixes</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3812&amp;oldid=prev"/>
		<updated>2007-11-30T11:00:56Z</updated>

		<summary type="html">&lt;p&gt;minor spelling and info fixes&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 11:00, 30 November 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Diffuse''' The colour image to be used in the blend.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Diffuse''' The colour image to be used in the blend.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Distribution''' The distribution image for the whole mesh, where white will blend the image and black will mask the image.&amp;#160; This layer uses the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;uv’s &lt;/del&gt;of the mesh, unless UV Type has been set to either Parallel projection settings, where the distribution will be projected in the same manner.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Distribution''' The distribution image for the whole mesh, where white will blend the image and black will mask the image.&amp;#160; This layer uses the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;UV’s &lt;/ins&gt;of the mesh, unless UV Type has been set to either Parallel projection settings, where the distribution will be projected in the same manner.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Distribution Pattern''' This image allows you to add more detail to the '''Distribution''' image blend.&amp;#160; It allows you to make a mask texture that tiles with the diffuse texture, so sections (like stones) can blend in before other areas.&amp;#160; White areas on this images will blend through before black areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Distribution Pattern''' This image allows you to add more detail to the '''Distribution''' image blend.&amp;#160; It allows you to make a mask texture that tiles with the diffuse texture, so sections (like stones) can blend in before other areas.&amp;#160; White areas on this images will blend through before black areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l148&quot; &gt;Line 148:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 148:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Threshold''' Allows a [[#Surface Type|Surface Type]] of a Node to blend in sooner (stronger) if set above 0.5, or weaker below 0.5.&amp;#160; By default it's at 0.5 and usually does not need to be changed.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Threshold''' Allows a [[#Surface Type|Surface Type]] of a Node to blend in sooner (stronger) if set above 0.5, or weaker below 0.5.&amp;#160; By default it's at 0.5 and usually does not need to be changed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Type''' Sets what the [[#Surface Type|Surface Type]] is: ''carpet, concrete, dirt, dusty_road, flesh, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;forcefeild&lt;/del&gt;, glass, grass, gravel, ice, leaves, liquid, metal, metal_thick, moss, mud, paper, pavement, pine, plastic, sand, snow, stone, water, water_interior, wood, wood_thick.''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Type''' Sets what the [[#Surface Type|Surface Type]] is: ''carpet, concrete, dirt, dusty_road, flesh, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;forcefield&lt;/ins&gt;, glass, grass, gravel, ice, leaves, liquid, metal, metal_thick, moss, mud, paper, pavement, pine, plastic, sand, snow, stone, water, water_interior, wood, wood_thick.''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Texture Properties ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Texture Properties ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l201&quot; &gt;Line 201:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 201:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''distribution''' Distribution mask image source&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''distribution''' Distribution mask image source&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''offset''' Allows you to offset the texture from the edges.&amp;#160; Example: ''offset ( -0.85 0.85 )'' will map the texture inside the width of the Road Tool (defaults to -1 1)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''offset''' Allows you to offset the texture from the edges.&amp;#160; Example: ''offset ( -0.85 0.85 )'' will map the texture inside the width of the Road Tool (defaults to -1 1)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''surfacetype''' Sets what the [[#Surface Type|Surface Type]] is: ''carpet, concrete, dirt, dusty_road, flesh, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;forcefeild&lt;/del&gt;, glass, grass, gravel, ice, leaves, liquid, metal, metal_thick, moss, mud, paper, pavement, pine, plastic, sand, snow, stone, water, water_interior, wood, wood_thick.''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''surfacetype''' Sets what the [[#Surface Type|Surface Type]] is: ''carpet, concrete, dirt, dusty_road, flesh, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;forcefield&lt;/ins&gt;, glass, grass, gravel, ice, leaves, liquid, metal, metal_thick, moss, mud, paper, pavement, pine, plastic, sand, snow, stone, water, water_interior, wood, wood_thick.''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''detailtexture''' Sets which [[#Detail Texture|Detail Texture]] to use on the road. As you can only use a total of 4 detail textures per &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;, you should make sure that the detail texture used in the roadTemplate&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;is also assigned in the [[#Root Node|Root Node]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''detailtexture''' Sets which [[#Detail Texture|Detail Texture]] to use on the road. As you can only use a total of 4 detail textures per &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;, you should make sure that the detail texture used in the roadTemplate is also assigned in the [[#Root Node|Root Node]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''uvType''' Texture coordinate generation method, choose from 'following' or 'tiling' (defaults to ''following'')&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''uvType''' Texture coordinate generation method, choose from 'following' or 'tiling' (defaults to ''following'')&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''texScale''' Scales the texture in the X &amp;amp; Y axis, only used in combination with tiling texture coordinates (defaults to 1 1)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''texScale''' Scales the texture in the X &amp;amp; Y axis, only used in combination with tiling texture coordinates (defaults to 1 1)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l222&quot; &gt;Line 222:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 222:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Modifying the Road ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Modifying the Road ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To modify the Road Tool you need to be in vertex editing mode (&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''&lt;/del&gt;v&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''&lt;/del&gt;) &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;if you aren't already, &lt;/del&gt;press &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''&lt;/del&gt;Esc&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'' &lt;/del&gt;to exit vertex editing mode.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To modify the Road Tool you need to be in vertex editing mode (&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;toggled with {{accelkey|&lt;/ins&gt;v&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}}&lt;/ins&gt;)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. &lt;/ins&gt;press &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{accelkey|&lt;/ins&gt;Esc&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}} &lt;/ins&gt;to exit vertex editing mode.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Moving Road Points''' click and drag the blue points.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Moving Road Points''' click and drag the blue points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l231&quot; &gt;Line 231:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 231:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Stamping and the Stamp Node =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Stamping and the Stamp Node =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stamping allows you to place images (like decals) that will be rendered onto the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;.&amp;#160; Stamping is a good way to add details like scuff marks from human traffic, tyre skid marks, oil stains, and so on.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stamping allows you to place images (like decals) that will be rendered onto the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;.&amp;#160; Stamping is a good way to add details like scuff marks from human traffic, tyre skid marks, oil stains, and so on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== 4-Channel MegaTextures ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== 4-Channel MegaTextures ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stamping is only possible on 4-channel MegaTextures so you will need to use a specially-compiled version without baked lighting.&amp;#160; A 4 channel Megatexture has a (sun angle dot product) normal map in the alpha channel to calculate lighting.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stamping is only possible on 4-channel MegaTextures so you will need to use a specially-compiled version without baked lighting.&amp;#160; A 4 channel Megatexture has a (sun angle dot product) normal map in the alpha channel to calculate lighting.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To create a 4-Channel Megatexture, '''un-unchecked''' the '''Bake lighting''' and '''Bake ambient''' buttons in the [[MegaBuild #RenderLight Settings|RenderLight MegaBuild]] options.&amp;#160; 4-Channel Megatextures also come out much larger so you should to turn up the compression of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture &lt;/del&gt;(start with ''Luminance Error 30, Chrominance Error 40, Alpha Error 50'').&amp;#160; Rendering a 4-Chanel Megatexture will write over your 3-Channel Megatexture, so you may want to back up you 3-Channel ''.mega''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To create a 4-Channel Megatexture, '''un-unchecked''' the '''Bake lighting''' and '''Bake ambient''' buttons in the [[MegaBuild #RenderLight Settings|RenderLight MegaBuild]] options.&amp;#160; 4-Channel Megatextures also come out much larger so you should to turn up the compression of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture &lt;/ins&gt;(start with ''Luminance Error 30, Chrominance Error 40, Alpha Error 50'').&amp;#160; Rendering a 4-Chanel Megatexture will write over your 3-Channel Megatexture, so you may want to back up you 3-Channel ''.mega''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You will also need to set up your [[Making_a_Terrain_Model #Setting up Megatexture Material|MegaTexture material]] to use at a 4-channel shader to match the .mega file, set up like this:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You will also need to set up your [[Making_a_Terrain_Model #Setting up Megatexture Material|MegaTexture material]] to use at a 4-channel shader to match the .mega file, set up like this:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l331&quot; &gt;Line 331:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 331:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; }	&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160; }	&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; }&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; }&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* As you can only use 4 detail texture per &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;, make sure the detail texture used in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;roadTemplate, &lt;/del&gt;is also assigned in the [[#Root Node|Root Node]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* As you can only use 4 detail texture per &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;, make sure the detail texture used in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stamp material &lt;/ins&gt;is also assigned in the [[#Root Node|Root Node]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You can assign specific [[#Surface Type|surface types]] to a stamp by altering the &amp;quot;surfaceType&amp;quot; setting in the .stamp file. Use any of the standard surface types like you would in a regular material.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You can assign specific [[#Surface Type|surface types]] to a stamp by altering the &amp;quot;surfaceType&amp;quot; setting in the .stamp file. Use any of the standard surface types like you would in a regular material.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l352&quot; &gt;Line 352:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 352:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Assign the megaStamp to the Stamp Node ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Assign the megaStamp to the Stamp Node ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In the Stamp Node properties:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In the Stamp Node properties:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Stamp File''' Set the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;magaStamp &lt;/del&gt;file (''.megastamp'')&amp;#160; that was created when you placed the stamps on the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Stamp File''' Set the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;megaStamp &lt;/ins&gt;file (''.megastamp'')&amp;#160; that was created when you placed the stamps on the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l376&quot; &gt;Line 376:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 376:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's usually best to hide stamp nodes when previewing the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;, as it will slow down the render (by a lot). To hide nodes click on the green arrow (next to the node) so it turns into a red circle with a slash.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's usually best to hide stamp nodes when previewing the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;, as it will slow down the render (by a lot). To hide nodes click on the green arrow (next to the node) so it turns into a red circle with a slash.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Detail Textures =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Detail Textures =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Detail are higher resolution textures that tile over the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;.&amp;#160; You can assign 4 detail textures per &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megatexture&lt;/del&gt;, by setting them in the [[#Root Node|Root Node]].&amp;#160; When using the [[#Road Node|Road]] and [[#Stamping and the Stamp Node|Stamp]] Nodes, make sure to only use detail textures that are assigned in the [[#Root Node|Root Node]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Detail are higher resolution textures that tile over the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;.&amp;#160; You can assign 4 detail textures per &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Megatexture&lt;/ins&gt;, by setting them in the [[#Root Node|Root Node]].&amp;#160; When using the [[#Road Node|Road]] and [[#Stamping and the Stamp Node|Stamp]] Nodes, make sure to only use detail textures that are assigned in the [[#Root Node|Root Node]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Detail Textures need to be a greyscale 512x512 texture (preferably saved in ''base/textures/detail/'').&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Detail Textures need to be a greyscale 512x512 texture (preferably saved in ''base/textures/detail/'').&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Compile Detail Textures ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Compile Detail Textures ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To compile your detail textures, run &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;megagen &lt;/del&gt;in the console:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To compile your detail textures, run &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[megaGen]] &lt;/ins&gt;in the console:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''&lt;/del&gt;megagen -notex -dtm &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'' &lt;/del&gt;'''&amp;lt;mapname&amp;gt;'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{consolecmd|&lt;/ins&gt;megagen -notex -dtm '''&amp;lt;mapname&amp;gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>MoP</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3809&amp;oldid=prev</id>
		<title>Hoffa: /* Image Renderer */</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3809&amp;oldid=prev"/>
		<updated>2007-11-30T10:58:24Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Image Renderer&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 10:58, 30 November 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l138&quot; &gt;Line 138:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 138:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** '''From Mesh''' Renders the node with the mesh UV’s (default).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** '''From Mesh''' Renders the node with the mesh UV’s (default).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** '''Parallel Top Down''' Planar projection from Top Down.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** '''Parallel Top Down''' Planar projection from Top Down.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** '''Parallel Side''' Planar projection from the side.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** '''Parallel Side''' Planar projection from the side&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.&amp;#160; For this to work correctly, your terrain mesh must be centered around the origin&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Propagate Distribution ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Propagate Distribution ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Hoffa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3669&amp;oldid=prev</id>
		<title>Hoffa at 13:23, 23 November 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3669&amp;oldid=prev"/>
		<updated>2007-11-23T13:23:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 13:23, 23 November 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l415&quot; &gt;Line 415:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 415:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Load the '''&amp;lt;mapname&amp;gt;'''_map.tga and auto adjust the levels (colours), so you can see the surface type steps. To see if your ''.sft'' compiled correctly, make sure the listed materials in '''&amp;lt;mapname&amp;gt;'''.txt line up with the shade steps in '''&amp;lt;mapname&amp;gt;'''_map.tga. The further down the surface type list ('''&amp;lt;mapname&amp;gt;'''.txt), the lighter the surface type will be on the '''&amp;lt;mapname&amp;gt;'''_map.tga image.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Load the '''&amp;lt;mapname&amp;gt;'''_map.tga and auto adjust the levels (colours), so you can see the surface type steps. To see if your ''.sft'' compiled correctly, make sure the listed materials in '''&amp;lt;mapname&amp;gt;'''.txt line up with the shade steps in '''&amp;lt;mapname&amp;gt;'''_map.tga. The further down the surface type list ('''&amp;lt;mapname&amp;gt;'''.txt), the lighter the surface type will be on the '''&amp;lt;mapname&amp;gt;'''_map.tga image.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Art]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Level Design]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Tutorials]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Hoffa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3667&amp;oldid=prev</id>
		<title>Hoffa at 13:20, 23 November 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=3667&amp;oldid=prev"/>
		<updated>2007-11-23T13:20:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;amp;diff=3667&amp;amp;oldid=1437&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Hoffa</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=1437&amp;oldid=prev</id>
		<title>192.168.0.129 at 16:53, 15 October 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Terrain_Editor&amp;diff=1437&amp;oldid=prev"/>
		<updated>2007-10-15T16:53:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This inspector tab in editworld is mainly used to build the texture layers of the megatexture.  To activate the Terrain Editor click the Begin Editing button at the bottom of the page.   The terrain Editor works in a parent/child node based system, where nodes at the top of the list get drawn first and nodes further down get drawn last (opposite of photoshop layers).&lt;br /&gt;
&lt;br /&gt;
To create a node right click on the parent and under new you can select the different nodes: Image Source, Projector, Road, Stamp Node, and Group.  In the right click menu you can also copy/paste nodes and delete them.  To move a node click and drag, releasing on a node that you wish to be it’s new parent (it will by default make it bottom of the child list).  Alternatively you can release the node either just above or below a node, placing it respectively.&lt;br /&gt;
&lt;br /&gt;
= Root Node =&lt;br /&gt;
At the top of the node hierarquy, this node must be created first.&lt;br /&gt;
&lt;br /&gt;
* '''Detail Texture 0-3'''        Choose the texture for each of the 4 detail texture slots.&lt;br /&gt;
&lt;br /&gt;
* '''Model'''        Assign a terrain model to be compiled into the map.&lt;br /&gt;
&lt;br /&gt;
* '''ST Model'''        Assign a model to be used for calculating the megatexture ST grid (information used to focus the megatexture around the player).  This mesh should be the same as the gameplay mesh, only with all holes filled up (there should be no gaps in the mesh).&lt;br /&gt;
&lt;br /&gt;
= Group Node =&lt;br /&gt;
This node is useful for keeping your tree nice and tidy, and does what its name suggests.&lt;br /&gt;
&lt;br /&gt;
= Image Source Node =&lt;br /&gt;
Used to apply textures and can be distributed in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
== Image Properties ==&lt;br /&gt;
&lt;br /&gt;
Images and procedurals can be assigned to the different inputs using the bottom left section of the Terrain Editor tab.&lt;br /&gt;
&lt;br /&gt;
* '''Diffuse''' The colour image to be used in the blend.&lt;br /&gt;
	&lt;br /&gt;
* '''Distribution''' The distribution image for the whole mesh, where white will blend the image and black will mask the image.  This layer uses the uv’s of the mesh, unless UV Type has been set to either Parallel projection settings, where the distribution will be projected in the same manner.&lt;br /&gt;
&lt;br /&gt;
* '''Distribution Pattern''' This images blends with the Distribution image allowing you to make a tiled blend images that matches the Diffuse image.  White areas on this images will blend through before black areas.&lt;br /&gt;
&lt;br /&gt;
* '''Global Mask''' This image is multiplied on top of the Distribution mask.  Useful when wanting to use complex mix of 2 masks in a node.  For example you’ve made a mask for where you want rock, but you want to mask that mask for different angles on the mesh (avoiding upside down rock).&lt;br /&gt;
&lt;br /&gt;
* '''Heightmap''' Used to set a heightmap of a layer for when it or another layer uses a HeightMap Blend.&lt;br /&gt;
&lt;br /&gt;
* '''Local''' The normal map to be used in conjunction with the diffuse image (uses the same scale and rotation settings)&lt;br /&gt;
&lt;br /&gt;
* '''Proj. Pattern''' Used when UV Type is set to a parallel projection.  Works in the same way as Distribution Pattern, except is projected parallel with the diffuse image (and uses the same scale settings).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To assign an image, select the image type (Diffuse, Distribution Pattern…) and under Image Properties/'''''Source Type''''' (on the left side of the tab) choose the type of image you would like (texture or procedural).  With each type, different settings can be entered:&lt;br /&gt;
&lt;br /&gt;
=== Texture ===&lt;br /&gt;
* '''Clamp Distribution''' Here you can set if an image tiles or is clamped.  Normally can be left to default, as by default the image node is set to tile and a projector node is set to clamp.&lt;br /&gt;
* '''File Type''' Choose a texture/image you wish to use.  In the Choose an image pop-up, you can add a favourite folder by dragging it into the favourites section.  Double click the favourite to enter that folder, and while selected press delete to remove it from the list.&lt;br /&gt;
	&lt;br /&gt;
=== Noise, Rocky, and  Marble ===&lt;br /&gt;
Contain standard procedural settings&lt;br /&gt;
&lt;br /&gt;
=== Geometry Based ===&lt;br /&gt;
Builds an image created from terrain attributes, useful for masks (snow caps, rocky cliffs).&lt;br /&gt;
* '''Altitude Properties''' Contains settings to mask based on geometry height (Altitude Lower and Upper).  To activate an altitude select and tick Enable.&lt;br /&gt;
** '''Value''' Assigns a height at which to start the mask (standard editor units).&lt;br /&gt;
** '''Fuzziness''' The higher the number the smoother/longer the fade in.&lt;br /&gt;
* '''Resolution''' Assign a texture resolution to the procedural image.&lt;br /&gt;
* '''Slope Properties''' Contains settings to mask based on geometry angle (Slope Lower and Upper).  To activate an altitude select and tick Enable.&lt;br /&gt;
** '''Value''' Assigns an angle at which to start the mask.&lt;br /&gt;
** '''Fuzziness''' The higher the number the smoother/longer the fade in.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
Contains the settings/values on how to blend the images and nodes together.&lt;br /&gt;
&lt;br /&gt;
=== Blend ===&lt;br /&gt;
Here you can choose how you want this node to blend with the previous layers:&lt;br /&gt;
&lt;br /&gt;
* '''Add''' Brightens the previous layers using the image on this node. Note that masks don’t work with this blend mode&lt;br /&gt;
&lt;br /&gt;
* '''Multiply (d*(s*1.6))''' In the source image colours darker thank 160 will darken the previous layers, while colours brighter than 160 will lighten. &lt;br /&gt;
&lt;br /&gt;
* '''Multiply (d*s)''' Darkens the previous layers by using the image in this node.&lt;br /&gt;
&lt;br /&gt;
* '''Heightmap''' Using the heightmap images of all layers, and the first 2 values in blend parameters, this mode blends the node into the deeper parts of the blended heightmaps (darker).  The best way to set up a heightmap blend is add a heightmap to the previous layers you want to blend into.  Then on the node with the heightmap blend mode, set the heightmap to black.  It will now blend into the cracks and lower areas of the previous layers, using the Distribution image as a guide.  Adjust the Blend Parameters to bring up the height of the blend and the falloff.  Note that this method uses all the heightmaps blended together, so when using more than one heightmap blend it might not work as well.&lt;br /&gt;
&lt;br /&gt;
* '''Perturbate Normals''' This blend method will add the local image onto the previous layers normals.  Useful for adding detailed normals from a higher-res terrain.  Note the diffuse image is not rendered but all other layers work fine.&lt;br /&gt;
&lt;br /&gt;
=== Blend Parameters ===&lt;br /&gt;
&lt;br /&gt;
* '''Parm 0''' Used in a heightmap blend, this value controls the height as which the blend takes place.&lt;br /&gt;
&lt;br /&gt;
* '''Parm 1''' Used in a heightmap blend, this value controls the sharpness of the falloff in the blend.&lt;br /&gt;
&lt;br /&gt;
* '''Parm 2''' Not used for anything.&lt;br /&gt;
&lt;br /&gt;
* '''Parm 3''' Used to adjust the falloff sharpness when using UV Type set to Parallel (Top Down or Side).&lt;br /&gt;
&lt;br /&gt;
=== Color Properties ===&lt;br /&gt;
&lt;br /&gt;
* '''Alpha''' Transparency of the layer (white is opaque).&lt;br /&gt;
&lt;br /&gt;
* '''Color''' You can tint a layer by choosing a colour here.&lt;br /&gt;
&lt;br /&gt;
* '''Inverse Alpha''' Inverts where the layer is rendered.&lt;br /&gt;
&lt;br /&gt;
* '''Ramp Width''' Controls the sharpness of the falloff (1 is wide, 0 is sharp).&lt;br /&gt;
&lt;br /&gt;
=== Detail Texture Type ===&lt;br /&gt;
Sets what detail texture from 0 to 3 to use.  Detail textures are defined in the Root node.&lt;br /&gt;
&lt;br /&gt;
=== Distribution Pattern Texture Rotation ===&lt;br /&gt;
Sets the Rotation of the Distribution Pattern (counter clockwise).&lt;br /&gt;
&lt;br /&gt;
=== Distribution Pattern Texture Scale ===&lt;br /&gt;
Sets how many times the Distribution Pattern tiles.&lt;br /&gt;
&lt;br /&gt;
=== Image Renderer ===&lt;br /&gt;
This section is used to set the image node to render as a side or top projection. &lt;br /&gt;
&lt;br /&gt;
* '''Projection Angle''' Used when UV type is set to Parallel Side, it allows you to change the direction at which the side projection takes place.  In order to make sure the normals aren’t flipped, check that you aren’t projecting from the opposite side.&lt;br /&gt;
&lt;br /&gt;
* '''UV Type'''' Sets what UV method to use, Mesh UV’s or Planar Projection.&lt;br /&gt;
** '''From Mesh''' Renders the node with the mesh UV’s (default).&lt;br /&gt;
** '''Parallel Top Down''' Planar projection from Top Down.&lt;br /&gt;
** '''Parallel Side''' Planar projection from the side.&lt;br /&gt;
&lt;br /&gt;
=== Propagate Distribution ===&lt;br /&gt;
If set to '''true''' the mask of this Node will mask the children nodes also.&lt;br /&gt;
&lt;br /&gt;
=== Surface Type Properties ===&lt;br /&gt;
[[#Surface Type|Surface Type]] sets what footstep and impact effects to use.&lt;br /&gt;
&lt;br /&gt;
* '''Threshold''' Allows a [[#Surface Type|Surface Type]] of a Node to bend in sooner (stronger) if set above 0.5, or weaker below 0.5.  By default it's at 0.5 and usually doesn't need changing.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' Sets what the [[#Surface Type|Surface Type]] is: ''carpet, concrete, dirt, dusty_road, flesh, forcefeild, glass, grass, gravel, ice, leaves, liquid, metal, metal_thick, moss, mud, paper, pavement, pine, plastic, sand, snow, stone, water, water_interior, wood, wood_thick.''&lt;br /&gt;
&lt;br /&gt;
=== Texture Properties ===&lt;br /&gt;
&lt;br /&gt;
* '''Clamp To Edge''' If set to '''true''' the edge pixels will repeat and the image wont tile.  Mainly used for a large image that will cover the whole map, and you don't want the edge pixels to blend through to the other side.&lt;br /&gt;
&lt;br /&gt;
* '''Mask Rotation''' Sets the Rotation of the Distribution image (counter clockwise).&lt;br /&gt;
&lt;br /&gt;
* '''Rotation''' Sets the Rotation of the Diffuse image (counter clockwise).&lt;br /&gt;
&lt;br /&gt;
* '''Scale''' Sets how many times the Diffuse image tiles.&lt;br /&gt;
&lt;br /&gt;
= Projector Node =&lt;br /&gt;
This node projects an image from a positional plane onto the terrain mesh (megatexture). Most of the settings from the [[#Image Source Node|Image Source Node]]work the same, except there is an extra section called [[#Projector|Projector]].  By pressing ''v'' (vertex edit mode) you can modify the projector into a different shape.&lt;br /&gt;
&lt;br /&gt;
=== Projector ===&lt;br /&gt;
* '''Num Sides''' Usually leave as default, don't set it to 2 or below.&lt;br /&gt;
* '''Origin''' Sets the center of the projector, usually best to move the projector in the editor than to type in a value.&lt;br /&gt;
* '''Parallel''' Buggy at the moment, leave as '''Parallel'''.&lt;br /&gt;
* '''Tex. Coords''' Sets what UV's to use when projecting.&lt;br /&gt;
** '''Generated''' Uses projected UV's&lt;br /&gt;
** '''From Model''' Uses mesh UV's for Diffuse and Local, and uses the Projected UV's for just the mask (Distribution).&lt;br /&gt;
&lt;br /&gt;
= Road Tool Node =&lt;br /&gt;
&lt;br /&gt;
= Stamping and the Stamp Node =&lt;br /&gt;
&lt;br /&gt;
= Megatexture Preview =&lt;br /&gt;
&lt;br /&gt;
= Detail Textures =&lt;br /&gt;
&lt;br /&gt;
= Surface Type =&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Level Design]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>192.168.0.129</name></author>
		
	</entry>
</feed>