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SPRAY is akin to a spray can and raises terrain under the brush more erratically. PAINT is the default and adjust terrain height consistently under the brush. Mode defines the type of brush used to paint terrain. The brush control panel consists of MODE, SIZE, SHAPE, ROTATION, and PRESSURE as well as TERRAIN HEIGHT tools. Instead of painting the vertex map with color like a paint brush, the terrain brush applies FOREGROUND and BACKGROUND heights to vertices on the terrain height map. Height mode allows users to mold the vertex height map of the terrain with a terrain brush. Objects can be moved from one layer to another and layers deleted to allow for flexibility during development. A separate layer would be created just for Shadow Regions, and the same for SoundSpaces, SoundRegions, and often Trees and Buildings would be separated into their own layers on crowded maps. A design layer would be created for designers and artists to manipulate objects, paths, capture and control regions, boundaries, and path plans. As a result layers evolved to be created and named by functional purpose, and the base layer was not utilized. Several modes adopted multiple purposes so when one person was working in a layer they often had a lot of their own clutter to work around. During development as more functionality was added to the editor how layers were utilized changed. Creating a layer is as easy as selecting the CHANGE button and then clicking NEW on the pop up control panel and renaming the layer. Each person would work in their own layer which consists of the same set of files saved when there is only one layer known as the BASE layer. The layer controls were originally designed so multiple people could work on a world at the same time. COLOR displays the vertex map colors as painted in COLOR MODE. HEIGHT mode toggles the vertex map to be displayed as a heightmap colored by topography. With just WIRE toggled on just a gray wireframe view of the terrain is visible. With both WIRE and SOLID toggled on the terrain appears solid but there is a bright green wireframe grid overlaying the textures. With SOLID toggled on the terrain is displayed as close as possible to how it will appear in game complete with textures and sky properties. SOLID and WIRE are linked to one another as toggles while HEIGHT and COLOR and independent toggles. These buttons affect how the vertex map is displayed. Linked to the SHOW control is a subset of controls just for the vertex map of the terrain entitled Terrain View. This comes in handy especially when dealing with object or foliage heavy worlds that take a lot of screen render time. By turning on Paths and Regions they can all be seen but only the object can be edited. For example Paths and Regions are invisible while working in object but a certain object needs to be within a region and not on top of a Unit Spawn Node. The Show control is a special control that turns on the visibility of objects even if the editor is not in their normal working mode.