Glossary

Term Meaning Page
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

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17