[LithTech]
Terrain Mapping
 
       
  In DEdit you are not limited to hallways, ramps, and other flat surfaces in your worlds. You can create terrain with hills and valleys. Doing so requires two steps. You create a brush covering the territory you wish to be a terrain, then you import a terrain map to transform that brush.
A terrain map is a 256-color image file in .PCX format. For example, consider the following diagram of a 3-pixel by 2-pixel image, where each pixel is labeled A through F.

[Map]

When you import an image as a terrain map, DEdit considers each block of four adjacent pixels. In this example, there are two such blocks. Each block is used to define four new wedge-shaped brushes. Each new brush has a triangular base, defined by two adjacent pixels and the center point of the block.
Each pixel has a value from 0 to 255. These values determine the height of a wedge at the pixel-defined corners. The height of the third corner, determined by the center point of the block, is determined by geometric calculation of the intersection of the two diagonals of the block.

[Terrain Mapping]
To import a terrain map, first create a brush covering the area you wish to make terrain. This is most intuitive in a Top view pane. Set the brush thickness to the highest point of your intended terrain. Select the brush if necessary. On the World menu, select Import Terrain Map. An Open dialog box appears, filtering for .PCX files. Locate the desired file, select it, and then click Open.

DEdit creates new brushes using the method described above. They occupy the same space as the original brush. Note that the size of the new wedge-shaped brushes depends on the size of the original brush, not the number of pixels. That is, applying the same terrain map to brushes of different sizes will result in wedges of different sizes. Note also that if no pixels in the map file have a value of 255, then no wedge will rise as high as the original brush. The thickness of the original brush determines the relative height of 255, not of the highest-valued pixel.

The geometry of the original brush still exists in the world. In the
Nodes tab of the Project Window, you can see that a new container has been created to hold the new wedges. You may prefer to delete the original geometry.

Hint: The maximum size of the image file used for mapping terrain is limited only by the capabilities of your computer. However, it is recommended that you use images no larger than 8-by-8 pixels, which will create nearly 200 new brushes. Also, while you can use any 256-color palette, it is often easier to visualize the final effect of the map if you use grey scale. In that case, black defines valleys, white defines hills, and various grey pixels intuitively define the slopes.
  For more information, visit the official LithTech site at
http://www.lithtech.com