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Terrain Dimensions and Formats
Terrain Dimensions and Texture Formats
|Height map||The height map is imported during terrain creation. It needs to be of a power-of-two + 1 size (such as 257 × 257 or 513 × 1025). The possible formats are the following:
|Holes||The texture that determines holes placement on the terrain. It needs to be of a power-of-two + 1 size to cover the entire terrain.
|Diffuse and Normal||The diffuse texture as well as imported normal map needs to be the of the power-of-two size (for example, 256 x 256).
|Mask||The mask texture needs to be of the power-of-two size. Each channel of the mask controls the visibility of one detail material (according to their order on Materials tab):
Mask channel value of 256 indicates that a detail material (it is mapped to) is visible; 0 results in no detail material.
The possible mask formats are the following:
For each surface, a texture of the necessary size can be reassigned, introducing more or less resolution on demand.
Never forget to compress all terrain textures!
Here is the example of terrain configuration. All sizes are specified for compressed textures.
|Terrain Size||The Number of
|Maximum Size of
|Height Map||Normal Map
(DXT1 / DXT5)
(DXT1 or ATI1 /
DXT5 or ATI2)
|16384 × 16384||64 × 64||262144 × 262144||512 MB||256 MB||128 MB / 256 MB||128 MB / 256 MB||1024 - 1280 MB|
|8192 × 8192||32 × 32||131072 × 131072||128 MB||64 MB||32 MB / 64 MB||32 MB / 64 MB||256 - 320 MB|
* The maximum total size of any terrain texture implies that each surface is assigned a texture of maximum 4096 × 4096 size.
Terrain File Structure
Terrain data is stored in the following files:
- .ter file stores the meta information about terrain object, such as bounding box of terrain, bounding boxes of surfaces and whether they are enabled or disabled. It also stores vertices of a coarse level (LOD 8).
- .ter0000 (and files with names of incremented hexadecimal value) store information about heights in terrain surfaces (up to 8×8 maximum), LOD 1 and LOD 4, as well as information about holes.
- _d.dds is a coarse diffuse texture.
- _n.dds is a coarse normal map.
- Per-surface diffuse, normal map and mask textures (00x00_x.dds with a postfix) are stored in a separate folder that is named after the terrain file.
It is recommended that terrain files are not archived, as accessing them in real-time will result in slowing down both rendering (textures and height maps streaming lags) and physics calculations.
Last update: 2017-07-03
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