### 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.