As soon as a terrain is selected, a new tab named "Terrain" will be opened within the editor window. Activating this tab brings you into the terrain mode wherein terrain can be deformed and painted on. So the terrain mode is divided into two parts:
A good terrain
To paint onto your terrains and deform them with GED, they need to meet certain conditions:
- GED accepts any number of vertices for terrains in both directions X and Y, with the exception of n*terrain_chunk+1. Example: Terrain_Chung is set to 32 (default). Now any number of vertices is allowed except of 33x33, 65x32, 30x97 etc.
- The skins should be in 32 bit format.
- The size of the skins must be a power of two.
- The shader must be comparable to the Standard-Multitexturing Shader of 3D-Gamestudio (fx_terraintex). This means: it will be blended over the alpha chanel of the respective skin.
What does GED change?
To work with your terrain, GED possibly changes two skin settings.
- GED adds an alpha chanel to all skins.
- GED adds a mipmap to all skins.
Besides that, after saving it, your terrain remains the same.