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TEd Documentation

The Creative Assembly

Table of Contents
1. Creating Your First Map in TEd
a. Getting Started
b. View Navigation
c. Creating and Editing Terrain
d. Adding Detail and Features
e. Finalising your Map
f. Adding info to your map
g. Loading your map in game
2. User Interface Description
a. Select Tab
i. Vertex
ii. Object
b. Create Tab
i. Instance Brush
ii. Vegetation
iii. Buildings
iv. Go/No-Go Regions
v. Deployment Zones
vi. Terrain Decals
vii. EF Lines
viii. Capture Location
ix. Zones
x. Particle Effects
xi. Tape Measure
xii. AI Hint Polygons
xiii. Draw Mode
c. Paint Tab
i. Blend
ii. Height
d. File Menu
e. Edit Menu
f. Environment Menu
g. Options Menu
h. Scene Graph / Instance List
i. Property Panel
3. Keyboard Shortcuts
4. Building Categories
5. Bugs / Known Issues

Creating Your First Map in TEd


The following is a guide to creating your first Total War: Shogun 2 map.

1. Getting Started

Open Steam.
Select Library.
Select the drop down box with the default name ALL GAMES and select TOOLS.
Select and install Total War: Shogun 2 - TEd.
Once installed run Total War: Shogun 2 - TEd.
Congratulations. Youve loaded the Total War editor, TEd.

2. View Navigation
There are multiple ways to navigate through TEds 3D view.

Keys [W] [S] [A] [D] move the camera forwards, backwards, strafe left and strafe right.
Holding the [MIDDLE MOUSE BUTTON] and dragging the mouse in an inverse direction also
moves the camera forwards, backwards, strafe left and strafe right.
Holding [ALT] + [MIDDLE MOUSE BUTTON] allows you to rotate the camera around the 3D
view. This can also be achieved by holding [MIDDLE MOUSE BUTTON] + [RIGHT MOUSE
BUTTON] or by using the [Q] [E] keys.
Scrolling the [MIDDLE MOUSE BUTTON] forwards and backwards zooms the camera in and
out.

3. Creating and Editing Terrain

Create a new battlefield by selecting File > New Battlefield and select Ok.
(THIS IS VERY IMPORTANT!)
Once done use the navigation controls to fly around and familiarise yourself with the map.
Upon doing this you should notice two things. Firstly the red box and blue box. These boxes
are deployment zones. They define where each army will deploy in game. These are
described in more detail here. The second item you will notice is a larger yellow box. This
box defines the maximum playable area. Anything outside of this point will be beyond game
logic and only act as a visual prop within your map.
Now lets add some mountains to this featureless map. Select the Paint tab in the top left
hand corner.
From the Paint Channel dropdown menu select Height.
From the Brush drop down menu, select the brush Mountain_16x8_ae_135
In order to get the right effect from this brush we need to make it bigger. In the Scale
input box drag the slider to the maximum value or simply enter 1000 into the box.

Since we want to add terrain using this brush we need to change the blend mode. In the
Blend Mode drop down box, select Additive.
We also need to change how much terrain is added when we click the mouse. To do this
simply change the value in the Height input box enter 100 here.
Now move the mouse to the edges of the yellow boundary playing area and click once. If you
want a bigger mountain click again in the same place. Congratulations, youve just created a
mountain.
You can repeat the processes above using a combination of different brushes, scales and
heights to create a nice environment for your battlefield. Heres one I made earlier:

If you make a mistake dont worry, simply change the Blend Mode drop down box to
Normal / Absolute (this will raise or lower the terrain to a uniform height) the default
height for terrain in TEd is 10 so enter this into the Height input box and using the
hard_brush you can change any terrain back to its default.

4. Adding Detail and Features

Now its time to add some detail to our map with a forest.
While still in the Paint tab, select Blend from the Paint Channel. This will allow us to
paint the Battlefield with different ground types.
Make sure that the Ground Type selection is set to Forest, and this time were going to
be using the Gradient_Round_2x2 brush.
We need the brush to be a bit larger so in the Scale input box change this to 100.
Now in order to give the impression that the grass terrain blends in seamlessly with the
forest terrain we need to change the pressure of the brush. This can be changed with the
Pressure input box this works on a scale of 0 to 1 so enter to value of 0.5 here.
Click the mouse anywhere on the battlefield to paint the forest type here. If you hold down
the mouse you get a stronger effect so I find repeatedly clicking the best option.
If you make a mistake, simply change the Ground Type back to Grass which is the default
ground type and paint over any mistakes.
When satisfied with the result its time to add some trees. Go to the Create menu in the
top left hand corner and select Vegetation from the Object Type drop down menu. This
feature is described in much more detail here.
Click the select_trees button to see the available trees for placement. Select a species type
from the top left window and then click the -> arrow to add that species to the current
selection (a preview of that tree can be seen in the preview window below the variant
selection). This can be done for any combination of trees you like, or alternatively select a
pre-set selection from the menu on the right hand side and click Load selection..
When happy with your selection, press OK to close the select_trees window.
There are two methods available for placement of trees Single or Brush. Here we are going
to be using Brush so select it from the Mode drop down menu.
Change the scale of the brush higher (I used 40) and simply paint over the forest areas you
created earlier.
If you want to delete or move trees around, simply use the Select tab, or alternatively you
can select objects in the Instance List. You should end up with something similar to this;

Now lets add some buildings to our battlefield.


While still under the Create tab, select Buildings from the Object Type drop down menu.
A description on placement of Buildings can be found here
The Model Selection drop down menu contains a list of all the available buildings that can
be placed into the battlefield, which includes Castle pieces if you want to create your own
castle for a siege type map. Here were going to be using the
plains_village_buildings_large_house buildings so select one of them from the Model
Selection drop down menu.
The building will appear on the end of the mouse. Hold down the [ALT] key and move the
mouse left or right to rotate the building before placement and simply click to place.
Similar to Vegetation you can always use the Select tab to re-select buildings to move,
rotate or delete any building you have placed.
Select another building from the Model Selection drop down menu and place it onto the
battlefield. I used a combination of different houses and rocks to create a small settlement.
You can also use the Height and Blend Paint Channels described earlier to raises parts of the
terrain and make a dirt path by selecting the Mud ground type under the Blend paint
channel (used in the same way as creating a forest area)

You can use the same process described above to place as many trees or buildings as you
like. I created a few more similar looking settlements and also added some terrain height
variation in the middle of the map.

5. Finalising your Map

When satisfied with the amount of detail you have added to your map its time to add the
finishing touches and finalise your map ready for play.
If Deployment Zones are not already present on your map (they get added automatically if
you select New Battlefield from the File Menu) we need to add them in.
From the Create tab, select Deployment Zones from the Object Type menu.
Deployment Zones are described in much more detail here.
Choose an area on the map you would like your first army to start. Click the [LEFT MOUSE
BUTTON] to place the first vertex of the deployment zone, click in the same fashion to place
additional vertices to create the outline of your zone, and to close the zone up simply place
the last vertex on top of the first. This is your first Deployment Zone you need to create
another one for the opposing army with a different Alliance ID. You can read how to do this
here.
Time to save your battlefield - to do this go to the File menu and select Save Battlefield.
Enter a map name in the entry box and hit Save. Simple.

6. Adding info to your map

When we save our map a file is created that stores information about it so when it is shared
in game, the relevant information is displayed to other players such as the map name, type
and author.
This information is stored in an XML file located in the map folder where TEd saved it to. A
detailed explanation of XML files can be found on the following websites;
o http://www.w3schools.com/xml/
o http://en.wikipedia.org/wiki/XML
Navigate to the directory where TEd saves maps to and open a map folder.
For Windows 7 and Windows Vista users by default your maps will be saved in the following
directory (where <USER> is the name of the current user logged on:
C:\Users\<USER>\AppData\Roaming\The Creative Assembly\Shogun2\maps
For Windows XP users the directory would be:
C:\Documents and Settings\<USER>\Application Data\The Creative
Assembly\Shogun2\maps

The xml file is called map_info.xml and it needs to be edited with our own information. The
file looks like this;
<map_info>
<display_name>My First Shogun 2 Map</display_name>
<description>My First Shogun2 Map</description>
<author>The Creative Assembly</author>
<type>land</type>
<team_size_1>1</team_size_1>
<team_size_2>1</team_size_2>
<defender_funds_ratio>1.0</defender_funds_ratio>
<has_key_buildings>false</has_key_buildings>
</map_info>

The text in bold is the information you need to replace with your own which is identified by
the tag in <> brackets before it.
o <display_name> = The name of you map and how it will be shown to others.
o <description> = Used to describe your Battle map type.
o <author> = Who the map was made by (e.g. yourself)
o <type> = The type of map. Either land, naval or siege.
o <team_size_1> and <team_size_2> = The different sizes of each team.
The possible combinations are 1v1, 2v2, 3v3 and 4v4.
o <defender_funds_ratio> = The ratio applied to the defending sides budget
on siege maps. Usually on a scale of 0-1.
o <has_key_buildings> = true or false whether your map contains key
buildings or not.

Another bit of information you can add to your map is a screenshot icon. This is designed to
be a preview of the map you have created which is also shown to other players who
download your map.
In order for this to work correctly, the preview icon needs to be contained within the map
folder in the same way the map_info.xml is stored (which is outlined above).
The file needs to be called icon.tga and it needs to have a resolution of 512x256 pixels.
Many common image editing programs allow you to save images as a TGA file.
When you save your battlefield, a default image is created in the map folder which you can
keep or edit if you desire.

7. Loading your map in game

There are two areas in Shogun 2 where you can play your custom made maps.
o Custom Battle
o Multiplayer Battle
While in any of these two areas you can load your custom map the same way you would
select a normal map.
If in a Multiplayer Battle and your opponent does not have the map you have selected they
will begin downloading it on their machine. Be patient this takes a while. After it has been
downloaded the battle can begin.
Maps are downloaded to the same directory on their machine as maps are saved to on
yours.
You can edit other player maps that you have downloaded and re-share them!

User Interface Description


Select Tab
The Select Tab allows you to select objects that have been placed into the battlefield.
There are two types of Selection available from the Selection filter;
TIP: Use the keyboard shortcut [CTRL + 1] to quickly access the Select Tab

Vertex
Vertex selection allows you to select and reposition vertices for object types such as Zones
or Deployment Areas (these will be described in much more detail later on)

Object
Object selection allows you to select and reposition objects such as Trees or Buildings using
the three-dimensional jack manipulator. This allows you to select an object to change its
properties or to delete the object by pressing [DEL].
While in Select mode, you can also click and hold down the [LEFT MOUSE BUTTON] and drag
the mouse to create a selection box around multiple objects to quickly select more than one.
You can also add more objects to your current selection by holding down the [CTRL] key and
clicking the [LEFT MOUSE BUTTON] on any other object in the scene.

Create Tab
The Create Tab is the hub from which all map content is produced. Here you can add buildings,
trees, particle effects and much more. This content is separated into different sections listed under
Object Type which are outlined below.
TIP: Use the keyboard shortcut [CTRL + 2] to quickly access the Create Tab

Instance Brush
The Instance Brush is a powerful tool that allows you to save any combination of objects
(trees, buildings etc.) into a pre-set brush which can be used to quickly repeat large sections
of objects.
In order to use the Instance Brush you must first save a selection of objects to a brush. In
order to do this:
1. Go to the Select Tab and select the objects you want to save a brush.
2. Go to the Edit file menu
3. Select Save Selection as brush or alternatively use the keyboard shortcut
[CTRL + B]

Now go back to the Create Tab and select Instance Brush from the Object Type drop down
menu. Under this sub menu there is another menu named Brush Selection this is where all
your custom Instance Brushes are stored, by default the naming convention is Brush 0,
Brush 1, Brush 2 etc.
You also have the ability to save out Instance Brushes to an .xml file, so they can be reloaded next time you load TEd. Under the Instance Brush sub menu there are two buttons:
1. Save
a. This will bring up the Windows Save File dialogue. Browse to a location
on your computer, type a file name followed by .xml e.g. Brush1.xml
2. Load
a. This will bring up the Windows Open File dialogue. Browse to the
location where you saved the file previously, select it and click Open.
The brush will now appear under the Brush Selection menu.

Vegetation
The Vegetation menu allows you to place trees, props and other vegetation onto the
battlefield. In order to do this you must first select the trees you want - this is done by
clicking the Select_Trees button while under the Vegetation sub menu.
On the left hand side of the Select_Trees menu there is a list of all the available tree species
called Species Selection - select a species which will then show all the different Variants
available underneath.
Hover over the arrow button -> to see a preview of that particular tree in the Preview
window, then click the -> arrow to add that variant to the current selection. To remove a
particular variant from the current selection, click the <- arrow.
For each variant that has been added you can change the following settings:
1. Relative Probability
a. Changing the relative probability will increase or decrease the chance that that
particular variant will be placed. Use the slider to change the probability on the
scale of 0 to 1. Checking the box at the end of the slider will lock off the
probability against other variants.
2. Min Separation
a. Changes the minimum separation distance between variants. Minimum
separation is the minimum distance that a tree must be from another for it to be
placed.
3. Bounds Preservation
a. Changes the bounds preservation between variants. Bounds preservation
defines the area of the trees bounds around which another tree cannot be
placed.
There are also saved pre-sets of different variations available on the right hand side. Select a
pre-set and click Load selection to load that pre-set into the current selection.

When you have a number of variants in the current selection, press OK

There are two options available for the actual placement of trees which can be selected
from the Mode drop down menu:
1. Single
a. Clicking will place one tree at a time. If you have multiple variants loaded into
your current selection, the chance that each tree will be placed is based on the
Relative Probability slider in the Select_Trees window, as outlined earlier.
2. Brush
a. Uses a circular brush that can be painted to place multiple trees at a time. The
size of this brush can be changed by changing the Scale input box.
TIP: Use the keyboard shortcuts [ and ] to quickly change the Scale.
b. You can also change the pressure of the brush by changing the value in the
Pressure input box. A smaller pressure value means that less trees will be
placed when using the brush a larger value means that more will be placed.

Buildings
The Buildings menu allows you to place a number of buildings onto the battlefield which
includes placement of castle pieces to create castles for siege maps.
The Model Selection drop down menu contains a list of all the buildings available to be
placed onto the battlefield. Click this and choose a building from the menu. The selected
building will now appear on the mouse cursor click the [LEFT MOUSE BUTTON] to place
the building.
TIP: Hold down the [ALT] key and move the mouse left or right to change the orientation of
the building before it is placed.
There are also different ways of placing multiple buildings onto the battlefield, similar to
how the Brush mode works for placing Vegetation. These methods are under the Draw
Mode menu these are described in a separate section later on as they are relevant for
other object types also.
To place a different building onto the map simply use the Model Selection drop down
menu and select a different building.
Buildings are categorised differently and play different roles depending on the type of map
and how they are placed. For a full list of the different buildings and what category they fall
under please see the Building Category list.

Go/No-Go Regions
There are two options available from the Hard Outline Type menu:
1. Go Regions
a. Go Regions are polygons that define areas of traversable terrain. These Go
Regions overwrite generated terrain path finding data, they do not overwrite
model path finding data.
2. No-Go Regions
a. The opposite of a Go Region this defines an area that will be off limits by units
to travel across, and they will not be able to traverse this area.
When you have selected the type you want, click anywhere on the battlefield to place the
first vertex of the polygon, then a line will appear from this point until you click to place the
second vertex. Continue in this fashion to define the shape of the region, and click the last
point to the first point to complete and join the region together.
TIP: Press the [ESC] key or the [RIGHT MOUSE BUTTON] during the region creation process
to cancel the placement of vertices.

Deployment Zones
Deployment Zones allow you to define the starting position of armies on the battlefield. In
order to do this:
1. When the Deployment Zones object has been selected from the Create tab, click
anywhere on the battlefield to place the first vertex of the zone, followed by the second
vertex and any subsequent vertices until the region has been defined, then place the last
vertex on top of the first to close the zone up.
2. Follow the same process in step one to place the second deployment zone for the
opposing army.
Each deployment zone will need to have a different Alliance ID for each respective army.
BUG: The Alliance ID cannot be changed from the initial Deployment Zone menu. In order
to change it and ensure that Deployment Zones are saved out correctly please use the
following workaround:
1.
2.
3.
4.
5.

Place the Deployment Zone as outlined above.


Go to the Instance List on the right of the screen and expand the Layers node
Expand the Base Layer node
Scroll down to the Deployment Zone entry in the Instance List and select it
In the property panel section below, find the entry for Alliance ID and drag the slider
or enter a 1 in the value box.
6. The Deployment Zone should have now turned blue
7. Both a red (0) and blue (1) deployment zone need to be present in order for them to
save correctly.

Terrain Decals
Terrain Decals are flat two-dimensional images that can be placed onto the battlefield to
give extra detail to the battle terrain. Placement of Terrain Decals is very similar to
placement of buildings.
1. While under the Terrain Decal sub menu, use the Decal Selection drop down menu to
choose a decal that you wish to place. The square brush outline will appear.
2. Use the [LEFT MOUSE BUTTON] and click anywhere on the battlefield to place the
Terrain Decal.
TIP: Hold down the [ALT] key and move the mouse left or right to change the orientation of
the terrain decal before it is placed.

EF Lines
EF Lines, short for Entity Formation Lines are a special type of object that will cause units to
perform a specific action when placed over them. This specific action can be selected by
using the Purpose drop down menu which contains options such as High Wall,
Boarding or Tree.
EF Lines are slightly different in that in order to function correctly; they must be placed
inside a Zone which is another object type. To create an EF Line instance, follow the
instructions below:
1. From the Create tab, select Zones from the drop down list.
2. Create a Zone by placing the first vertex, then the second, then as many as you wish,
then join the last vertex with the first in order to close the Zone up.
3. From the Create tab, select EF Lines.
4. From the Purpose drop down menu, select the desired Entity Formation
5. The placement of vertices for the EF Line must be inside the Zone you just created

Capture Location
Capture Locations are primarily used in siege type battle maps inside created castles. They
should be placed next to buildings such as towers, keeps or gates and are automatically
assigned to the nearest building they are placed next to.
To place a Capture Location, go to the Create Tab and select Capture Location from the drop
down menu and then use the [LEFT MOUSE BUTTON] to place it onto the battlefield.
You can change the size of the Capture Location by going to the Select Tab ([CTRL + 1]) and
clicking and dragging the pink box on the outer circle of the Capture Location which should
increase or decrease its size.

Zones
Zones on their own do not provide much purpose, but instead are used as a container of
sorts for other object types. As stated in the section on EF Lines, EF Lines should always be
contained within a Zone in order to function correctly.
Another use for Zones is when creating Castle wall pieces, a zone should be placed around
the wall as each castle piece contains EF Lines.

Particle Effects
Particle Effects allow you to add a wide variety of different effects onto your battlefield such
as fire, explosions, water and even spurting blood.
Particle Effects are separated into two main sub menus;
1. Current Effect Group
a. Contains a list of all available effects that can be placed into the game. This is
what you must use. Each Current Effect Group is made up of a number of
individual Current Effects.
2. Current Effect
a. Contains all the different effects that can be combined together to form a
Group.
Simply select the effect you desire from the Current Effect Group menu and click anywhere
on the battlefield to place it. There is also an option to Create Emitter which means the
effect will appear and be selectable in the instance list. This option needs to be selected in
order for Particle Effects to appear in game.
In order to see the effect as it would appear in game, you will need to click the Play button
which is part of the Animation Editor in the bottom left hand corner of the screen.
In order to stop the Particle Effects from playing, simply click the Stop All Effects button
which is on the Particle Effects sub menu of the Create Tab.

Tape Measure
Tape Measure is exactly what it sounds like - a tool that is used in order to measure
distances between objects or anything within TEd.
Simply use the [LEFT MOUSE BUTTON] to click and drag to any other point in the map to
create a straight line. In the Property Panel section of the User Interface it will display the
length of the line you have just created.

AI Hint Polygons
AI Hint Polygons function similar to EF Lines - when placed onto the battlefield they would
instruct units that walk over them to carry out a certain purpose or function. The placement
of these zones is the same as placing any other zone.
1. Select the AI Hint Polygon sub menu from the Create Tab.
2. Select the type of hint that you wish to place from the Hint Type drop down menu.
3. Click anywhere with the [LEFT MOUSE BUTTON] on the Battlefield to place the first
vertex of the polygon.
4. Use the mouse to move and place the second vertex of the polygon by left clicking.
5. Continue in this fashion until the polygon has been created
6. Join the last vertex up with the first to close the polygon.

Draw Mode
For all the available objects that can be placed onto the battlefield there are different
methods of being able to place them which come in the form of different draw modes which
are outlined below.
1. Point
This is the default method. Click once with the [LEFT MOUSE BUTTON] to place a single
iteration of the particular object that you have selected.
2. Freehand
This is similar to the Point draw mode with the difference of instead of clicking once to place
the object you can click and hold down the [LEFT MOUSE BUTTON] while dragging the
mouse to place multiple instances of the selected object.
3. Line
Use the [LEFT MOUSE BUTTON] to click and drag to form a straight line which the selected
object will appear along that line at determined intervals. Uncheck the Match Spacing to
Object option and alter the Spacing input in order to define how close together that
object will appear along that line.
4. Square
Similar to the Line draw mode, however the objects will be placed in a square formation
instead of a line. Click and hold the [LEFT MOUSE BUTTON] and drag the mouse to form the
square. The separation between the objects can be changed with the Match Spacing to
Objects and Spacing options.
5. Circle
The circle draw mode allows you to place objects in a circular formation. Click and hold the
[LEFT MOUSE BUTTON] while dragging the mouse to form the circle of objects. The further
you move the mouse from the original point of creation, the larger the circle will be.

6. Polygon
Similar to the Line draw mode, the polygon draw mode allows you to place objects along the
lines of any shape you desire. Simple click the [LEFT MOUSE BUTTON] to place the first
vertex of the polygon, and then place any subsequent polygons in the shape you like. The
objects will line along the edges.

Paint Tab
Blend
The Blend Channel allows you to paint the battlefield with different ground types that suit
different areas and features of the map. For example, use the Forest ground type in areas
that contain large amounts of trees or use the Sand ground type on maps surrounded by
water.
The blend channel is separated into the following sections;
1. Ground Type
a. Forest
b. Sand
c. Rock
d. Mud
e. Grass
BUG: Rock is a redundant ground type and does not work. Instead rock will appear
automatically on terrain that has been raised or lowered.
2. Brush
a. There are many different Brushes available for terrain painting. Using a
combination of different brushes and different scales can result in nice effects.
3. Blend Mode
a. This is more relevant for changing terrain height (described in the next section).
4. Scale
a. Used to change the size of the brush. Increase the scale to cover a larger area of
the map when painting.
TIP: Use the keyboard shortcuts [ and ] to quickly change the Scale.
5. Pressure
a. Changes how hard the pressure of the brush affects the map. On a scale of 0 to
1, a small pressure will result in a very light change to the terrain whereas a high
pressure will result in a heavy effect.

Height
The Height channel allows you to raise or lower the terrain in order to form hills, slopes, gradients or
even mountains. All of the same options are available as the blend channel; however the Blend
Mode contains options such as;
1. Normal / Absolute
Raise or Lower the terrain to a uniform height, regardless of what its previous height was.
The default height for terrain is 10 (which can be entered into the Height input box).
2. Additive
Raise the terrain according to the Height value which is added onto what the previous value
was.
3. Subtractive
Lower the terrain according to the Height value which is subtracted from what the previous
value was.
4. Smooth
Smooth the area of terrain selected.
There are other options available also but these four will produce the most desired effect. Use a
combination of Brush, Scale, Pressure and Blend Mode in order to create different terrain types. The
best way is to experiment and discover what works best.

File Menu
1. New Battlefield
Creates a new, empty battlefield with nothing but deployment zones present. Dont worry, a
prompt is shown asking if you have saved your previous work before starting fresh.
2. Load Battlefield
Brings up the load file menu which contains all your previously saved maps.
For Windows 7 and Windows Vista users by default your maps will be saved in the following
directory (where <USER> is the name of the current user logged on:
C:\Users\<USER>\AppData\Roaming\The Creative Assembly\Shogun2\maps
For Windows XP users the directory would be:
C:\Documents and Settings\<USER>\Application Data\The Creative
Assembly\Shogun2\maps

3. Save Battlefield
Saves the battlefield to the maps directory. Simply type a file name into the box and hit
Save.
For Windows 7 and Windows Vista users by default your maps will be saved in the following
directory (where <USER> is the name of the current user logged on:
C:\Users\<USER>\AppData\Roaming\The Creative Assembly\Shogun2\maps
For Windows XP users the directory would be:
C:\Documents and Settings\<USER>\Application Data\The Creative
Assembly\Shogun2\maps
4. Exit
Exits TEd. Like when you create a New Battlefield, a message box reminds you to save before
you quit so you wont lose any work.

Edit Menu
1. Undo [CTRL + Z]
Undo the last operation that was performed whether it was placing a building, deleting a
tree or raising terrain.
BUG: Undo operations are not always carried out 100% of the time.
2. Redo [CTRL + Y]
Similar to Undo, but Redo will perform the last operation that was undone.
3. Copy [CTRL + C]
Copy an object such as a tree or a building. An object needs to be selected in order for
Copy to become available.
4. Paste [CTRL + V]
Paste an object after it has been copied in order to create a duplicate of that object which
will appear next to the object it was copied from.
5. Delete [DEL]
Delete an object after it has been selected which will also remove it from the instance list.

6. Save selection as brush [CTRL + B]


This is used in conjunction with the Instance Brush object type. Select a number of objects
and save them as a brush so that group of objects can be painted and repeated. See the
section on Instance Brushes for a more detailed explanation.
7. Group Selection [CTRL + G]
Select a number of objects and group them so they appear in the instance list as an
Instance Group. Instead of moving or relating objects individually you can simply group
them and any changes made to the group will affect all the objects within that group.
8. UnGroup Selection [CTRL + U]
The opposite of creating a group ungroup your selection so those objects are now
individual and appear separately in the instance list.
9. Height Map Bias
This will raise or lower the terrain across the entire battlefield. This is especially useful for
creating maps with large amounts of water simply lower the height map to water level (-20
bias should be enough) to create a vast ocean and raise the terrain with the Height Paint
Channel to create islands.
10. Save Zones

Environment Menu
1. Load Environment Settings
Load environment settings that have been previously saved from an .environment file. The
Windows Open File dialogue will appear, simply navigate to the directory where the file was
saved, select it and Open it.
2. Save Environment Settings
Save Environment settings to an .environment file which can then be reloaded. The
Windows Save File dialogue box will appear, simply navigate to the directory you want the
file to be saved to, enter a file name and click Save.
3. Reload Textures [CTRL + T]
Reload all the textures loaded into TEd.
4. Reload Modules [CTRL + M]
Reload all the modules loaded into TEd.

Options Menu
1. Shadow Toggle [CTRL + S]
This setting will toggle Shadows being visible to the user or not. Trees, buildings and other
objects cast shadows which are visible in the scene view.
BUG: Shadows move around when rotating / zooming / moving the camera
2. Preferences
Opens the Preferences window which can be used to change various settings for various
features in TEd.
BUG: The Preferences window from the Options file menu is not displayed correctly. The
instance list can be used instead to change any settings within TEd.

Scene Graph / Instance List


The Scene Graph / Instance list is almost like TEd without the 3D scene view. Here are number of
different elements are listed that let you customise TEd with a great amount of detail.

Settings
o Change settings for almost every aspect of how TEd, and everything in TEd works.
Camera
o Change how the camera in TEd works.
Layers
o A layer based instance list system that displays every object you have placed onto
the battlefield You are able to change settings for each individual object. Objects
are organised hierarchically.
Modules
o A module system that loads all different aspects of TEd into one system, and the
ability to change settings for each module.
Scene
o A scene list where you can change the aesthetics of how your battlefield looks.

Property Panel
General
The general Property Panel area displays the properties of whichever object or Scene Graph element
you have selected so you can quickly change it.
There are multiple options available for anything that you can select, each of which is fairly selfexplanatory.

Camera Mode
Just beneath the general property panel area there are various other options (represented with
icons) that are used for quickly changing the most used properties in TEd.
The first of which is the Camera Mode which has 3 different settings;

Look
o
Walk
o

Orbit
o

The default camera mode a full description on how this camera mode works is in
the View Navigation section.
Navigate TEd as if you were a unit walking across the battlefield. The controls are
almost identical except you are close to the ground and cannot move up or down
the Y-axis.
Also similar to the Look camera mode but instead of rotating the camera on the
spot, you rotate the camera around a specific point on the battlefield which is useful
for getting a good rotational look around a certain object.

Grid Snap Options


Placement of objects can be made much easier by using the different grid snap options. If you need
to align your buildings or castle pieces in a certain way then these set of options are for you.

Grid
o
o

A customisable grid can be toggled on or off by going to;


Settings > Drawing Settings > Show Grid
When you have Snap to Grid turned on, any object that you place onto the
battlefield will snap to the points on the grid. You can change the size of the grid or
how many divisions it has too which gives a greater degree of control when placing
objects.

Angle
o The Snap to Angle function is most useful when placing castle pieces for creating
your own siege map. By default the angle that objects snap to is set to 90
increments so that your objects will be perfectly aligned.
o Hold down the [ALT] key and select a building with the [LEFT MOUSE BUTTON]
while under the Select Tab. While still holding the [ALT] key and the [LEFT MOUSE
BUTTON], drag the mouse left or right to rotate the object in 90 increments.

Edges
Vertices
Orient to Edges
Playable Bounds

BUG: Snap to Edges, Vertices, Orient to Edges and Playable Bounds currently do not function.

Weather Options
TEd also has a wide variety of options for customizing the environment in which your battlefield is
placed in, some of which is the ability to change the weather. The following weather options are
available which are self-explanatory;

Dry Breezy
Dry Gusty
Dry Foggy
Rain Gusty
Rain Stormy
Snow Gusty
Snow Stormy

Remember, in order for your weather settings to be saved you will have to save them out separately
from the Environment file menu and selecting Save Environment Settings, then loading them back in
with Load Environment Settings (also from the Environment file menu)

Season Options
Change the different season that the appearance of your battlefield will appear as. The following
options are available;

Spring
Summer
Autumn
Winter

Time of Day
Change the time of day that your battlefield appears as.

Night
Day

Surface Mode
Change the surface mode of any object you have selected.

Landscape: Above
Landscape: Centre
Freeform
Barycentric
Edge Relative

Climate
Change the different climates available to how your battlefield will appear.

Japan_decidous
Japan_evergreen
Japan_lowland
Japan_alpine
Japan_mix
Japan_default

Mask Mode
Change the mask mode in TEd.

Visible
Active

Keyboard Shortcuts
Shortcut

Description

Move camera forward

Pan camera left

Move camera backwards

Pan camera right

Rotate camera left

Rotate camera right

Increase camera altitude

X
(when Select tab
or Create tab is
selected)

Decrease camera altitude

X
(when Paint Tab is
selected)

Toggle blend mode between additive and subtractive if


either are selected

Move camera to a birds eye view position

Move camera to ground level

ESC

Zoom 3D view this increases the size of the frame view


to remove the tree view, property panel and animation
editor. A second press removes the creation panel. A third
press returns all the removed windows.

Delete

Delete currently selected object

Decrease pressure of currently brush

Increase pressure of currently selected brush

Decrease scale of currently selected brush

Increase scale of currently selected brush

Space bar

Place line and close polygon

Esc (when creating


a zone)

Close polygon at last placed point

Shift-W, A, S or D

Increase speed at which camera moves within the


battlefield

Ctrl-1

Activate select mode (selects the select tab)

Ctrl-2

Activate create mode (selected the create tab)

Ctrl-3

Activates paint mode (selects the paint tab)

Ctrl-B

Save current selection as brush

Ctrl-C

Copy the currently selected object

Ctrl-V

Paste the currently copied object

Ctrl-Z

Undo the last action performed in the frame view

Ctrl-Y

Redo the last action performed in the frame view

Ctrl-G

Group the currently selected objects

Ctrl-U

Ungroup the currently selected objects

Building Categories
Building
archery_range
archery_range_v2
bale_rice_pile
bale_rice_pile_large
barrel_half_wooden
barrel_sake_stack
barrel_sake_stack_large
barrel_wooden
barrel_wooden_large
basket_empty_a
basket_empty_a_large
basket_empty_b
basket_empty_b_large
basket_fish_a
basket_fish_a_large
basket_tea
basket_tea_large
bench_a
boat_ferry
boat_fishing_small_a
boat_fishing_small_b
boat_fishing_small_c
boat_rack
bojutsu_parlour
boxes_pile_a
boxes_pile_a_large
boxes_pile_b
boxes_pile_b_large
bridge_a_30metre
bridge_a_50metre
bridge_primer
bridge_railway_01
bridge_repeater
bridge_transition
bucket
bucket_large
bucket_long_armed
bus
camp_fire_large
cart_a

Building Category
key_building_archery_dojo
key_building_archery_dojo
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
house
house
incidental
incidental
incidental
incidental
bridge
bridge
bridge
incidental
bridge
bridge
incidental
incidental
incidental
ruins
house
incidental

cart_b
cart_c
cart_with_logs
castle_01_90corner
castle_01_90corner_star
castle_01_90cornerin
castle_01_anglewall_groundshort_01
castle_01_anglewall_groundshort_02
castle_01_anglewall_groundshort_03
castle_01_anglewall_groundshort_04
castle_01_endcap_left
castle_01_endcap_right
castle_01_gate_01
castle_01_gate_02
castle_01_gate_03
castle_01_gate_04
castle_01_keep_01
castle_01_keep_e3
castle_01_keep_frontendonly
castle_01_steps
castle_01_tower_01
castle_01_tower_02
castle_01_tower_03
castle_01_wall_10_01
castle_01_wall_20_01
castle_01_wall_20_01_star
castle_01_wall_40_01
castle_02_90corner
castle_02_90cornerin
castle_02_anglewall_groundshort_01
castle_02_anglewall_groundshort_02
castle_02_anglewall_groundshort_03
castle_02_anglewall_groundshort_04
castle_02_gate_01
castle_02_gate_02
castle_02_gate_04
castle_02_keep_01
castle_02_tower_01
castle_02_tower_03
castle_02_wall_10_01
castle_02_wall_20_01
castle_02_wall_40_01
castle_03_90corner
castle_03_90cornerin
castle_03_anglewall_groundshort_01

incidental
incidental
incidental
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
ruins
ruins
gate
gate
gate
gate
townhall
townhall
ruins
ruins
fort_tower
fort_tower
fort_tower
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
gate
gate
gate
townhall
fort_tower
fort_tower
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall
fort_wall

castle_03_anglewall_groundshort_02
castle_03_anglewall_groundshort_03
castle_03_anglewall_groundshort_04
castle_03_gate_02
castle_03_gate_04
castle_03_tower_01
castle_03_wall_10_01
castle_03_wall_20_01
castle_03_wall_40_01
castlewood_01_90corner
castlewood_01_keep
castlewood_01_tower
castlewood_01_wall_40_01
castlewood_01b_tower
castlewood_02_90corner
castlewood_02_wall_40_01
castlewood_02b_90corner
castlewood_02b_wall_40_01
castlewood_signalling_beacon
cinematic_bamboowall
cinematic_cart_with_firecrackers
cinematic_wagon
cinematics_artworkshop
cinematics_camp_fire
cinematics_church_a
cinematics_dais
cinematics_fishing_rod
cinematics_floating_lantern
cinematics_floating_platform
cinematics_kabuki_stage
cinematics_lavish_balcony
cinematics_map_on_low_table
cinematics_omikoshi
cinematics_palace_emperor_int
cinematics_palace_shogun_int
cinematics_private_balcony
cinematics_private_balcony_roof
cinematics_private_chambers
cinematics_private_chambers_roof
cinematics_prop_bottle1
cinematics_prop_bottle2
cinematics_prop_bottle3
cinematics_prop_bottle4
cinematics_prop_box1
cinematics_prop_box2

fort_wall
fort_wall
fort_wall
gate
gate
fort_tower
fort_wall
fort_wall
fort_wall
fort_wall
townhall
fort_tower
fort_wall
fort_tower
fort_wall
fort_wall
fort_wall
fort_wall
house
incidental
house
incidental
house
ruins
incidental
ruins
ruins
ruins
incidental
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins

cinematics_prop_can
cinematics_prop_candle
cinematics_prop_pot
cinematics_prop_sack_coffee
cinematics_prop_sack_flour
cinematics_sake_cup
cinematics_scales
cinematics_staff
cinematics_stone_floor_tile
cinematics_throne_room
cinematics_throne_room_roof
cinematics_tokonoma_scroll_f
cinematics_trader_premises_exterior
cinematics_trader_premises_interior
cinematics_urn
cinematics_wharf_90cornerex
cinematics_wharf_90cornerin
cinematics_wharf_cleat
cinematics_wharf_outcrop
cinematics_wharf_outcrop_end
cinematics_wharf_outcrop_low
cinematics_wharf_outcrop_wideend
cinematics_wharf_road_90
cinematics_wharf_road_cornerend
cinematics_wharf_road_cornerend_rev
cinematics_wharf_road_pavewide
cinematics_wharf_road_straight
cinematics_wharf_stairs_a
cinematics_wharf_stairs_b
cinematics_wharf_stairs_c
cinematics_wharf_straight_a
cinematics_wharf_tjunction
cinematics_win_scene_buildings
coastal_batteries_cinematics
coastal_batteries_large
coastal_batteries_large_mp
coastal_batteries_medium
coastal_batteries_medium_mp
coastal_batteries_small
coastal_batteries_small_mp
compound_archery_range
compound_farmhouse_barn
compound_farmhouse_main
compound_farmhouse_teahouse
compound_sake_den

ruins
ruins
ruins
ruins
ruins
house
ruins
ruins
ruins
house
house
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
coastal_battery
coastal_battery
coastal_battery
coastal_battery
coastal_battery
coastal_battery
key_building_archery_dojo
house
key_building_farmhouse
house
house

compound_shinto_shrine
compound_sword_dojo
compound_test_building
compound_workshop_main
compound_workshop_workshop
compoundwall_v2_wood_low_endcap
compoundwall_v2_wood_low_straight_2m
compoundwall_v2_wood_low_straight_6m
compoundwall_wood_high_corner_internal
compoundwall_wood_high_diag_corner_2m2m
compoundwall_wood_high_diag_ext_straight_2m2m
compoundwall_wood_high_diag_ext_straight_6m2m
compoundwall_wood_high_diag_int_straight_2m2m
compoundwall_wood_high_diag_int_straight_6m2m
compoundwall_wood_high_endcap
compoundwall_wood_high_noshoot_2m
compoundwall_wood_high_noshoot_6m
compoundwall_wood_high_noshoot_corner
compoundwall_wood_high_noshoot_diag_corner_2m2m
compoundwall_wood_high_noshoot_diag_ext_6m2m
compoundwall_wood_high_noshoot_diag_ext_straight_2m2m
compoundwall_wood_high_noshoot_diag_int_6m2m
compoundwall_wood_high_noshoot_diag_int_straight_2m2m
compoundwall_wood_high_noshoot_endcap
compoundwall_wood_high_platform_6m
compoundwall_wood_high_straight_2m
compoundwall_wood_high_straight_6m
compoundwall_wood_low_corner
compoundwall_wood_low_diag_corner_2m2m
compoundwall_wood_low_diag_ext_6m2m
compoundwall_wood_low_diag_ext_straight_2m2m
compoundwall_wood_low_diag_int_6m2m
compoundwall_wood_low_diag_int_straight_2m2m
compoundwall_wood_low_endcap
compoundwall_wood_low_straight_2m
compoundwall_wood_low_straight_6m
crate_tea_closed
crate_tea_closed_large
crate_tea_empty
crate_tea_empty_large
crate_tea_lid_ajar
crate_tea_lid_ajar_large
crate_tea_open
crate_tea_open_large
crate_tea_pile_01

key_building_shrine
key_building_sword_dojo
house
key_building_workshop
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
house
vaultable_wall
vaultable_wall
vaultable_wall
vaultable_wall
vaultable_wall
vaultable_wall
vaultable_wall
vaultable_wall
vaultable_wall
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental

crate_tea_pile_02
crate_tea_pile_03
curtain_jinmaku
daimyo_stool
european_wooden_chair
european_wooden_table
european_wooden_table_documents
flag_capturepoint
fmv_castle_01_anglewall_groundshort_01
fmv_castle_01_anglewall_groundshort_02
fmv_castle_01_anglewall_groundshort_03
fmv_castle_01_anglewall_groundshort_04
fmv_castle_01_gate_01
fmv_castle_01_gate_02
fmv_castle_01_gate_03
fmv_castle_01_gate_04
fmv_castle_01_keep_01
fmv_castle_01_steps
fmv_castle_01_tower_01
fmv_castle_01_tower_02
fmv_castle_01_tower_03
fmv_castle_01_wall_10
fmv_castle_01_wall_20
fmv_castle_01_wall_40
fmv_shinto_shrine
hay_bale_large
hay_bale_small
hay_drying_rack_large
hay_drying_rack_small
key_buildingtest
lantern_stone_a
lantern_stone_a_large
lantern_stone_a_noglow
lantern_string_01
lantern_string_02
lantern_string_02_multicoloured
lantern_wooden_box
lantern_wooden_box_large
lantern_wooden_box_noglow
lantern_wooden_short
lantern_wooden_short_large
lantern_wooden_short_noglow
lantern_wooden_tall
lantern_wooden_tall_large
lantern_wooden_tall_noglow

incidental
incidental
ruins
incidental
incidental
incidental
incidental
fort
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
house
house
key_building_sword_dojo
incidental
incidental
incidental
house
house
house
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental
incidental

lantern_wooden_tallhanging
lantern_wooden_tallhanging_large
lantern_wooden_tallhanging_noglow
market_stall_fish_market
market_stall_fruit_market
market_stall_lanterns_market
market_stall_pottery_market
memorial_a
memorial_a_large
memorial_b
memorial_b_large
memorial_c
memorial_d
memorial_e
memorial_stone_buddhist
memorial_stone_buddhist_large
mountain_village_large_house_01
mountain_village_large_house_02
mountain_village_large_house_03
mountain_village_large_house_04
mountain_village_small_house_01
mountain_village_small_house_02
mountain_village_small_house_03
net_fishing_conical
net_fishing_conical_large
oodateshield_prop
outfieldfactory
outfieldtown_buildings
packed_cannon
packed_cannon_large
paddy_field_a
paddy_field_b
plains_village_buildings_large_house_01
plains_village_buildings_large_house_02
plains_village_buildings_large_house_03
plains_village_buildings_large_house_04
plains_village_buildings_small_house_01
plains_village_buildings_small_house_02
plains_village_buildings_small_house_03
plains_village_buildings_small_house_04
pontoon_01
pontoon_01_extender
pontoon_02_high
pontoon_02_high_extender
pontoon_03_flat

incidental
incidental
incidental
ruins
ruins
ruins
ruins
incidental
incidental
incidental
incidental
incidental
incidental
house
incidental
incidental
ruins
ruins
ruins
ruins
ruins
ruins
ruins
house
house
house
incidental
incidental
incidental
incidental
incidental
incidental
ruins
ruins
ruins
ruins
ruins
ruins
ruins
ruins
house
house
house
house
house

pontoon_03_flat_extender
pontoon_04_dock_a
pontoon_04_dock_b
pontoon_04_dock_c
pontoon_wrecked_a
pontoon_wrecked_b
pontoon_wrecked_c
rack_fish_drying
rack_fish_hanging
railway_tunnel_01
rock_a
rock_b
rock_c
rock_d
rock_e
rock_f
rock_g
sake_den
samurai_death01
samurai_death02
samurai_death03
samurai_death04
samurai_death05
samurai_walled_farmhouse
samurai_walled_farmhouse_unoccupied
shack_hay_large
shack_hay_small
shinto_shrine
shinto_shrine_unoccupied
ship_heavy_bune
shrine_covered_small
shrine_raised
sign_covered
sign_vertical
sign_wooden
statue_buddha_b
statue_buddha_b_large
statue_chosokabe
statue_date
statue_hatori
statue_hojo
statue_mori
statue_oda
statue_shimazu
statue_takeda

house
house
house
house
incidental
incidental
incidental
incidental
incidental
house
house
house
house
house
house
house
house
house
incidental
incidental
incidental
incidental
incidental
key_building_farmhouse
key_building_farmhouse
house
house
key_building_shrine
key_building_shrine
house
incidental
house
incidental
incidental
incidental
house
key_building_shrine
house
house
house
house
house
house
house
house

statue_tokugawa
statue_uesugi
stronghold_pagoda_building
stronghold_temple_building
stronghold_temple2_building
sword_dojo
sword_dojo_nobalcony
sword_dojo_unoccupied
table_maps
table_no_maps
target_dummy
telegraph_pole_01
telegraph_pole_02
telegraph_pole_03_line
telegraph_pole_03_lineend
temple_gate
tent_large
tent_medium
tent_small
test_bojutsu
test_lods
thatch_buildings_test_01
the_black_ship
tool_pile_a
tool_pile_a_large
tool_pile_b
tool_pile_b_large
torii_large
torii_medium
torii_medium_v2
torii_small
tower_kowagoe
tower_stone_01_level_01
tower_stone_01_level_02
tower_stone_01_level_03
tower_stone_01_level_04
tower_stone_01_level_05
tower_stone_02_level_01
tower_stone_02_level_02
tower_stone_02_level_03
tower_stone_02_level_04
tower_stone_02_level_05
tower_stone_03_level_01
tower_stone_03_level_02
tower_stone_03_level_03

house
house
house
house
house
key_building_sword_dojo
house
key_building_sword_dojo
house
house
incidental
incidental
incidental
incidental
incidental
house
house
house
house
house
house
house
house
incidental
incidental
incidental
incidental
house
house
house
house
incidental
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower

tower_stone_03_level_04
tower_stone_03_level_05
tower_wood_01_level_01
tower_wood_01_level_02
tower_wood_01_level_03
tower_wood_01_level_04
tower_wood_01_level_05
tower_wood_03_level_01
tower_wood_03_level_02
tower_wood_03_level_03
tower_wood_03_level_04
tower_wood_03_level_05
town_building_b
town_building_c
town_building_e
town_building_g
track_10m
track_256m
track_256m_bend
track_tileend
wagon_withcargo
wagon_withoutcargo
wood_pile_a
wood_pile_a_large
wood_pile_b
wood_pile_b_large
wood_stack
wood_stack_large
wooden_cannon_cinematics
workshop
zen_garden_floor_stone_01
zen_garden_floor_stone_02
zen_garden_gate
zen_garden_grass_01
zen_garden_grass_02
zen_garden_grass_gravel_01
zen_garden_grass_gravel_02
zen_garden_grass_gravel_03
zen_garden_grass_gravel_04
zen_garden_gravel_01
zen_garden_gravel_02
zen_garden_rocks_01
zen_garden_rocks_02
zen_garden_rocks_03
zen_garden_rocks_04

fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
fort_tower
house
house
house
house
incidental
incidental
incidental
incidental
incidental
incidental
house
house
house
house
house
house
incidental
key_building_workshop
floor_tile
floor_tile
incidental
floor_tile
floor_tile
floor_tile
floor_tile
floor_tile
floor_tile
floor_tile
floor_tile
incidental
incidental
incidental
incidental

zen_garden_rocks_moss_01
zen_garden_rocks_moss_02
zen_garden_rocks_moss_03
zen_garden_rocks_moss_04
zen_garden_tile_stone_01
zen_garden_tile_stone_02
zen_garden_tile_stone_03
zen_garden_tile_stone_04
zen_garden_wall_10m
zen_garden_wall_2m
zen_garden_wall_6m
zen_garden_wall_cornerin
zen_garden_wall_cornerout
zen_garden_woodboard
zen_garden_woodboard_lamp

incidental
incidental
incidental
incidental
floor_tile
floor_tile
floor_tile
floor_tile
incidental
incidental
incidental
incidental
incidental
incidental
incidental

Bugs / Known Issues

The Preferences window from the Options file menu is not displayed correctly
The preview icon in the select_trees window sometimes displays all trees blended together
Cloudset_4 has a missing or corrupt texture
The longer the list in the Undo History tab, the longer it takes for an undo action to complete
The Undo History tab does no work correctly 100% of the time
Copy & Pasting an object after undoing and redoing causes the placement of the object to
be incorrect
Slider options for building position are too large
Deployment Zones are not remembered after saving and reloading (manual editing is
required)
The Alliance ID cannot be changed for a deployment zone
A crash occurs when loading a particle systems file that has previously been saved
A crash occurs when copy and pasting an EF Line
Snap to angle does not function correctly
User is able to create a new layer
Shadows move around when rotating / zooming / moving the camera

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