# Glossary | Term | Meaning | |---|---| | **Ambient colour** | The base light of object models in a zone, set in the zone's environment. | | **Base level** | The original level a project is built on. It provides the object types, sounds, sky and default textures. Fixed when the project is created. | | **Blend class** | How a texture is drawn: opaque, cut-out, semi-transparent, additive glow or darken. | | **Brush** | An editor shape (block, platform, ramp, stairs, wall, cylinder, floor, fence, tree, water, death plane, mesh). Converted into tiles when the level is built. | | **Build** | Turning the project into the game's level file (`.wad`): brushes become tiles, textures are packed, everything is checked. | | **Cell** | One grid square of the level, the unit of all positions (4096 game units). | | **Chain** | See *waypoint chain*. | | **Chapter** | One level of a world, for example Village chapter 2. The TestLevel world has 49 chapter slots for new levels. | | **Checkpoint** | A *CheckPointPost* object; the llama respawns at its respawn waypoint after losing a life. | | **Collision material** | A number on every collision polygon: 0 normal, 16 exit floor, 30 no floor (death), others special. | | **Collision polygon** | The invisible surfaces the llama walks on and bumps into. They are separate from what you see. | | **Cut-out** | A texture with fully transparent pixels (leaves, fences). | | **Death plane** | An invisible material-30 floor below the level: falling onto it costs a life. | | **Exit floor** | Collision with material 16. The LevelDoor object ends the level when the llama stands on exit floor in the door's cell. | | **Face** | A triangle of a tile model with one texture. | | **Fog** | The distance fade of a zone; its end distance is also how far the game draws. | | **Gizmo** | The arrows and rings in the viewport for moving and rotating the selection. | | **Grid** | The rectangle of cells that makes up the level. Collision outside it does not work. | | **groove.exe** | The game program. Some mods change LlamaMod's copy of it. | | **Inspector** | The panel with the properties of the selection. | | **Layer** | A part of the viewport display that can be switched on and off (tiles, collision, waypoints …). | | **`.llamalevel`** | A level project file: your changes, imported meshes and textures, a thumbnail. No game data. | | **`.llamamesh`** | A library asset: reusable geometry with its textures. | | **LevelDoor** | The exit object; its parameters choose the next level. | | **Library** | The editor's store of reusable geometry, shared by all levels. | | **Llama** | The player object; its position is the player start. | | **Marker** | A symbol in the viewport for an object without a model (camera, trigger, exit …). | | **Mesh brush** | An imported OBJ or glTF model placed in the level. | | **Mod** | A change to the game that LlamaMod applies to its private game copy. Every level project is a mod. | | **Object** | Anything with behaviour: player, coins, enemies, doors, cameras, triggers. The game calls them *strats*. | | **Outliner** | The panel with the tree of everything in the level. | | **Page** | A 256×256 texture image; textures are rectangles on pages. | | **Play-test** | Building the level and starting the game directly in it (**F5**). | | **Prefab** | A saved group of objects (with waypoints and brushes) for reuse. | | **Region** | A visibility region: cells grouped so the game can skip drawing parts of the level that cannot be seen. | | **Respawn node** | The waypoint where the llama reappears after losing a life at a checkpoint. | | **Snapping** | Moves and rotations in fixed steps (**G**). | | **Start zone** | The zone whose fog, colours and music apply when the level starts. | | **Strat** | The game's name for an object and its script. | | **TestLevel** | The hidden world 9 with 49 empty chapters; new levels go there. | | **Teleport** | A zone that moves the player to a target point when an object (usually a door) in its trigger cell fires. | | **Tile** | A tile model placed in a cell, turned in steps about the vertical axis. | | **Tile model** | A 3D model of the level's tile set, with faces, textures and collision. | | **Tile swap** | An alternative model of a tile that the game switches to (opening doors, broken bridges). | | **Vertex colours** | Colours stored per corner of a tile; they carry the lighting of the level. | | **WAD** | The game's level file (`t1l1m001.wad` = Village chapter 1). | | **Waypoint chain** | A list of points belonging to an object: a patrol path, a camera path, a respawn point or the corners of a box. | | **Work plane** | A fixed height the Brush tool draws on instead of the surface under the cursor. | | **World** | A group of chapters on the game's map: Village, Jungle at Night, River, Jungle by Day, Mountain, City, Catacombs, Lab (and the hidden TestLevel). | | **Zone** | An environment entry: fog, colours, music, sky – and for teleports a trigger cell and a target. |