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How to use the new terrain features? - 3.22.9.0 Update
By Tiway
This guide will cover how the 3.22.9.0 update changed the terrain tools in the "not so legacy" editor of Unturned.
   
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Tiles
Every map now uses the tiles system which was originally unique to the devkit.

Map size
Tiles
Small
1x1 (1 tile)
Medium
2x2 (4 tiles)
Large
4x4 (16 tiles)
Note that there is also one more tile around the borders, and you can expand the tiles even if you created it as another size.

Each tile can use 8 different materials (so you can have more than 8 materials per map); since the update, you can have more than 8 holes in the landscape per tile now.


Tiles have different colors when hovered by the cursor :

- White if the tile exists but is not selected. Clicking will select it.
- Yellow/Red if the tile exists and is selected. Pressing Delete will delete the tile and reset its terrain and materials.
- Green if the tile does not exist. Clicking will create an empty one.

When selecting a tile, several informations will appear (refer to the image above for the colors) :

- In Red is the list of the 8 materials used by the selected tile. "Empty" means that there are less than 8 materials, and that you can add more to this tile.

- In Green are tools regarding the whole tile :
Reset heights will reset the landscape and revert the tile to a flat surface.
Reset materials will clear all 8 materials of your tile.
Copy Layers to all tiles will apply the materials of the selected tile to the other tiles, overriding the existing materials.

- In Pink is more information on a selected material from the tile's material list (in Red), or the global list (in Cyan) :
Selected Layer is the name of the selected material.
Asset GUID is the GUID of the selected material.
Reset Asset will clear the material from the tile's material list.

- In Cyan is the list of all the materials available to paint.

If you select a material in the tile's list (in Red), you can click on a material from the global list (in Cyan) to replace it on the tile you selected (Convenient when replacing a material you already painted with another that suits your map more than the original).
Heights
Since the legacy editor now uses the devkit features, you can also look at the cool tutorial Danaby2 made for the devkit : https://www.youtube.com/watch?v=A6YUjrRVcN8&list=PL1CgZwr-fBzSdBaPoOBPPvlFRS3aq1eJp&index=9

There are multiple tools you can use to build your map's landscape, you can cycle through them by clicking on their name in the bottom left corner, or use the shortcuts :

Q - Raise/Lower

W - Flatten
You can change the height value below, or press Alt and click somewhere to sample the height. You can also change the flatten method to flatten only higher or lower points.

E - Smooth
You can change the smoothing method to whatever is better for you.

R - Ramp

Radius is the size of the brush, or width of the ramp.
Falloff is the strengh difference between the middle circle (100%) and the outer circle of the brush (low%)
Strengh defines how strong the tool is.
Max Preview Samples is probably an interesting feature, but I have no idea what it is.
Materials
This section is also similar to the devkit, so you can refer to Danaby1+1's tutorial : https://www.youtube.com/watch?v=A6YUjrRVcN8&list=PL1CgZwr-fBzSdBaPoOBPPvlFRS3aq1eJp&index=9


In Red is the tool section, similar to the one in Heights.
You can cycle through the tools or use the shortcuts.

When a material is painted on a tile for the first time, it will take one of the 8 empty slots of the tile. If there are no empty slots, you cannot paint this material. You can remove a material in the Tile tab, by selecting it from the tile's material list, and pressing "Reset Asset".

Q - Paint
Paints the selected material. You can specify using Auto slope to paint only on cliffsides or Auto foundation to paint underneath objects.

W - Auto
May paint the material using the settings specified in the .asset file of the material.

E - Smooth
Smoothes materials

R - Cut
Cuts holes in the terrain (replaces Devkit's landscapehole volumes). You can as many as you want on one tile, but the holes will be cut along a grid, resulting in "pixelized" hole shapes. You can remove a hole by pressing shift and "painting" on it with this tool.

The tools uses similar settings as the Heights tools, you can refer to the previous section for more information.

In Cyan is the list of all the available materials you can select to paint.
Foliage
The foliage is similar to the devkit, so you can check out the tutorial Danaby6/3 made about it : https://www.youtube.com/watch?v=0nrsI8F4kPs&list=PL1CgZwr-fBzSdBaPoOBPPvlFRS3aq1eJp&index=21

First, note that foliage can only be baked or placed inside the Foliage Volume (the green volume slightly bigger than the borders of the map). You can expand this volume in the Devkit with the selection tool.

The Foliage tab has several tools you can cycle through, or select using shortcuts :

E - Bake
The baking tool allows you to automatically bake the details and resources of your map according to the foliage and material assets files. You can bake inside the whole Foliage volume (Bake Global), or only near your position (Bake Nearby). You can also cancel a Bake, but it won't remove the already baked resources.
You can check/uncheck the settings to bake what you want (you can still bake details but not resources for examples, or completely clear foliage from an area).

Q - Paint
The paint mode will paint the selected resource in the area of the brush. It uses the same settings as the material and height tools, apart from the the Density value, which changes how many resources are painted in one area.
You can remove plainted or placed foliage assets by pressing shift when painting (You cannot remove what was baked).

W - Exact
Exact is the paint mode except it only places one foliage asset at a time.

When selecting the Paint and Exact tools, a list of foliage will appear on the right :
You can change the content of the list, either selecting "Assets" (individual foliage assets, like the Pine #3), or selecting "Collections" (Multiple assets).
Selecting a Collection in the Exact tool will place a random asset from the collection each time you click.
Misc
This section covers various stuff that came out with the update :

- Maps now use devkit water volumes as the original water.
- Maps now use the foliage volume, you have to expand it in the devkit to bake foliage outside of the map borders.
- Landscape hole volumes should have been converted to hole masks (Cut tool) and can be removed.
- In the editor maps list, you can click Browse Files to access the game's main folder.
- You can set a music to your map's loading screen like PEI has (the music is probably in a masterbundle) :

14 Comments
Mrs. Hängpung 30 Jun, 2024 @ 9:56am 
Yeah I got one of those too, but the player character teleports up to above the cutout after halv a second and then I just hover there
Tiway  [author] 30 Jun, 2024 @ 6:59am 
You need an underground whitelist volume indeed
Mrs. Hängpung 30 Jun, 2024 @ 6:26am 
I need to ask, I make cuts in the Terrain but the players can't pass through? When I try my player hovers above it and when I get off I take equal amount of fall damage to how long I was on the cut section.

I do have use_underground_whitelist on true and use_legacy_ground to false but still doesn't work. Haven't found much help online either :/
Eyalonsky 22 May, 2023 @ 5:44am 
when i paint materials and select use auto slope what do each field of numbers do?
Tiway  [author] 27 Jan, 2023 @ 10:03am 
You can still delete them through Level > Volumes
ඞ ⁧⁧thiagod 26 Jan, 2023 @ 3:24pm 
is there any way to erase previous hole volumes(those created with the old editor)?
max0r4axor 11 Sep, 2022 @ 2:19pm 
Oh my god thank you Tiway!
Tiway  [author] 11 Sep, 2022 @ 9:03am 
The cutting tool is under the material tab (R)
max0r4axor 11 Sep, 2022 @ 8:55am 
How do i access the Hole Masks?
Tiway  [author] 22 May, 2022 @ 2:16am 
Baking would mean you'd have to make custom assets file, you can also paint the foliage you want to have