Terrain Painting - Texture, Biome, Alpha and Topology

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k1lly0u

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Texture (splat)
The texture layer is purely a cosmetic layer, it is what players will see as they run around your map. Some textures will also be responsible for filling out your map with various foliage types such as grass and flowers.

There are 8 texture types in total, and you can blend these textures together to create seamless transitions from one to another by using the opacity tool or the splat mixer.

Texture Types: Dirt, Forest, Grass, Gravel, Rock, Sand, Snow, Stones

Biome
The biome layer is responsible for visual changes to spawned objects, placement of auto-spawned objects, and player attributes. For example, in the Arctic biome rocks and trees will be covered in snow, plants will not auto-spawn, and players will be cold.

There are 4 biome types and you can blend these types together using the opacity tool

Alpha
The alpha layer is responsible for creating holes in the terrain. Some monuments, tunnel systems and cave entrances require a patch of terrain to be invisible so players can enter them.

The are 2 alpha types, Visible and Invisible. You can not blend alpha types.

Topology
The topology layer is responsible for where auto-spawned objects such as trees, collectables, ore nodes, junk piles etc can spawn on the map as well as player spawn points.

There are 31 topology types (I will go into further detail on what they all do in a separate thread) and unlike the other paint types, topology maps are all merged together when the map is saved to create a topology mask.
 
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