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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. |