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llamamod/docs/manual/21-glossary.md
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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.