levelbuild texture names mean the same picture on every base level (matched by pixels, missing village textures copied over in the java builder, clear error otherwise), editor texture choices follow the base
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@@ -114,7 +114,7 @@ Kinds FLOOR, BOX, PLATFORM, PILLAR, RAMP, STAIRS, FENCE, TREE, SEA, KILL_PLANE,
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– the `levelbuild.LevelBuilder` primitives; parameters = props named as in `BrushKind.params()`
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(`Param(name, label, type, default, role, choices)`; role X/Y/Z/XZ_LIST/XYZ_LIST/XZ_RECT marks
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coordinates). `brush.bounds()` gives an approximate box. Texture parameters: village names
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(`LevelBuilder.TEX`), `"#index"`, flat colour names (`LevelBuilder.FLAT`) or `"rgbRRGGBB"`.
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(`LevelBuilder.TEX`, resolved per base by `BaseTextures`), `"#index"`, flat colour names (`LevelBuilder.FLAT`) or `"rgbRRGGBB"`.
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For a preview of the generated geometry: `BrushCompiler.compile(scene, warnings)` → generated
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`TileModel`s/`Tile`s/textures (same as the build).
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@@ -151,7 +151,9 @@ vertex colours tint the lighting.
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* Meaning of many raw fields is unknown (`unk*` props of zones/waypoints, texture entry flags,
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collision groups B/C, region value) – they are editable but not interpreted.
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* Tile swaps (WFPC 0x10000) can only exist in bases with that flag.
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* Texture names exist only for the village (levelbuild names); other levels use `#index`.
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* Texture names are the village's levelbuild names; on other bases they resolve to the same picture
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(`levelbuild.BaseTextures`, pixel fingerprint); names the base lacks are not offered (GeoWidgets) and a
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brush using one is skipped with a warning (the editor has no CD access to copy them over).
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* Lights: types other than 1/2/4 carry no data and are ignored by the engine.
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* Removing original tiles shifts tile indices used by strat scripts (see editor-format.md).
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* The engine limits: ≤ 8000 vertices per tile model, collision within ±8 of the tile origin
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