| Abut |
Two air brushes touching face to face on one plane. Divides space into two rooms. |
The carved world |
| Air |
The tier that carves open space out of the rock. |
The carved world |
| Air brush |
A brush of the air tier. Each one carves a room. |
The carved world |
| Alpha mask |
A texture named with a leading !, see-through where transparent. |
Textures |
| Aperture |
A portal with a real opening, made by two rooms abutting. Can be named. |
Rooms and portals |
| Bake |
Working out the level's lighting and storing it with the map. |
Baking |
| Bake warning |
Something the last bake could not do, shown as a cross and in the Problems panel. |
Baking |
| Brush |
A convex block you draw. Its tier decides what it does. |
The carved world |
| Brush entity |
An entity made of brushes: a door, a trigger volume. Always detail. |
Entities |
| Brush order |
The order structural brushes apply in: the order they were made. |
The carved world |
| Carried light |
A real-time light that moves, such as a guard's torch. Added by your game, not baked. |
Lighting |
| Cell |
One convex piece of carved air. |
Rooms and portals |
| Decal |
A picture laid on a surface, lit by that surface's baked light. |
Entities |
| Detail |
The tier for dressing inside a room. Carves nothing, fills nothing. |
The carved world |
| Dynamic light |
A light baked into a light slot, which the game can dim or switch. |
Lighting |
| Emissive texture |
A texture with an _emission partner. It glows in the bake. |
Textures |
| Entity |
Anything in the map that is not the carve: a light, a prop, a door. |
Entities |
| Exterior |
A room that reaches a sky face, directly or through openings. |
Rooms and portals |
| Face |
One flat side of a brush. Points out of its own brush. |
The carved world |
| Fill |
What is in a room instead of nothing. Water ships with Hammerite. |
Fills |
| Interior |
A room sealed off from every sky face. Gets no outside light. |
Rooms and portals |
| Light group |
A name lights share to use one light slot and one switch. |
Lighting |
| Light probe |
A point in a room that records the light there, for lighting what moves. |
Lighting |
| Light slot |
One of the four places on a surface a dynamic light group is baked into. |
Lighting |
| Lightmap |
The baked light stored for a surface or prop. |
Baking |
| Lightmap scale |
World units per lightmap texel. Lower is sharper and costs more. |
Baking |
| Movable light |
A placed light that is not baked: a real-time light with a shadow, for one that moves. |
Lighting |
| Overlap |
Two air brushes interpenetrating. Extends one space. |
The carved world |
| Overlap portal |
The connection between overlapping rooms. No opening, cannot be named. |
Rooms and portals |
| Point entity |
An entity placed at a point: a light, a prop, a decal. |
Entities |
| Portal |
Where two rooms connect: an aperture or an overlap. |
Rooms and portals |
| Prop |
A placed model, prop_model. |
Entities |
| Region |
See room. |
Rooms and portals |
| Room |
A connected group of cells from one air brush. |
Rooms and portals |
| Sky face |
A face with a sky_ texture: a hole to the sky. |
Textures |
| Solid |
The tier that fills carved space back in. The rock itself needs no brush. |
The carved world |
| Spot light |
A light shining in a cone, aimed by turning it. |
Lighting |
| Static light |
A light baked into surfaces for good. Uses no slot. |
Lighting |
| Structural |
Air and solid: the tiers that shape the space. |
The carved world |
| Terrain |
Sculptable ground made of detail prisms. |
Terrain |
| Tier |
Air, solid or detail: what a brush does to the world. |
The carved world |
| Variant |
One state of the map, held on a variant layer. |
Variants |