docs(research): TpF3 mod tooling and structure, offline wiki/script-doc copies

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
haylanandClaude Bot committed 2026-10-04 22:01:16 +02:00
commit 0213e22d66
39 files changed
+66135

No files matched your search

@@ -0,0 +1,73 @@
<!-- Source: https://wiki.transportfever3.com/doku.php?id=modding:tools:terraingeneratoreditor (fetched 2026-10-04) -->
### Table of Contents
* [Controls](#controls)
* [Nodes](#nodes)
* [Node Categories](#node_categories)
# Terrain Generator Editor
The Terrain Generator Editor is a node based tool specifically made to edit terrain generators and material distributions. It is embedded in the Map Editor in the game itself after enabling it in the `settings.lua`by setting the `experimentalTerrainGeneratorEditor` property to `true`.
![](https://wiki.transportfever3.com/lib/exe/fetch.php?media=modding:tools:terraingeneratoreditor:terrain_generator_editor.png)
The user interface of the Terrain Generator Editor consists of three sections, a headbar, the main blueprint board and a catalogue with node types 9 at the bottom.
The headbar provides the following options:
1 a toggle to switch between terrain generator and material distribution mode.
2 open dialog to load an existing node tree
3 save dialog to save the node tree
4 close button to reset the terrain generator editor in the empty state
5 undo and redo buttons to revert or redo the last step
6 a cancel button to abort the current operation
7 validation button that triggers a validation based on the selected mode from 1
8 settings dialog to set a custom seed, preview map resolution and a parallelization factor for the preview computation.
## Controls
To control the node graph blueprint board, you can use mouse and keyboard:
* Hold the right mouse button or use W, A, S and D to move the board.
* Use the mouse scroll wheel to zoom in or out.
* Use CTRL+C and CTRL+V to copy and paste nodes.
* Use R to jump back to the initial view.
* Use SHIFT and left mouse to selecte multiple nodes.
## Nodes
![](https://wiki.transportfever3.com/lib/exe/fetch.php?w=300&tok=a92f7f&media=modding:tools:terraingeneratoreditor:node.png)
A node can be added by clicking on one of the buttons in the node catalog 9 at the bottom. The node consists of the following parts:
1 Input connectors that receive various kinds of data from other nodes. The symbols and colors code the different data formats:
* blue is a single number
* red is a pair of numbers, called point
* green is a list of pairs, called point cloud
* yellow is a full map
2 Output connectors provide data which can be forwarded to other nodes. Both input and output connectors have an unlink button to drop all existing connections.
3 Additional Parameters of the node are accessible by clicking the dropdown. For some nodes, as with `From` and `To` in the example on the right, it is possible to define a local parameter instead of connecting something to an input connector.
4 To try the generator up to the point of a certain node, use the Generate Preview button.
5 After calculation, the eye button provides a preview of the test run result.
6 This preview can be exported to .tga files with the export button.
7 Each node can be renamed and recolored.
## Node Categories
The bottom menu provides all defined node types categorized in tabs:
* Special contains the nodes that are usually used at the begin and end of the node trees to manage inputs, parameters and outputs.
* Numbers contains nodes to generate and operate on single decimal number values.
* Points contains nodes to generate and operate on pairs of decimal number values.
* Point Clouds contains nodes to generate and operate on lists of pairs of decimal number values.
* Map Generators contains nodes to generate simple maps from raw data and textures.
* Noise Maps contains nodes to generate various noise patterns as maps.
* Map Operations 1 contains nodes to operate on existing maps.
* Map Operations 2 contains advanced nodes to operate on existing maps.
* Combine Maps contains nodes to combine multiple maps with and without masks.
* Ridges & Rivers contains nodes specifically made for the generation of ridges and rivers.
When hovering over a node type, a brief summary is displayed. When hovering over inputs and outputs, small hints are displayed as well.