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Terrain Setup

Region Division


When planning a game, firstly you need to design a game-level structure. Based on the game-level structure, you can determine where special regions need to be placed on the map, such as traps. In Object Palette - Region on the right of the CliCli Editor Main Interface, select a region shape and drag it onto the map to place the region.


Name the region according to its function so that you can call it later in Triggers. In WuKong, the following regions are planned based on obstacles, traps, monster generation, and BOSS generation.


Setup Process

After designing the game-level structure and region division, you need to create a scene for the game.

First, you need to use the Terrain Palette to increase the height difference. You can set the terrain using Cliff and select Cliff Texture to set your map to a specific scene.


Based on the background story of WuKong, you need to make the scene appear as if it is suspended. In Menu Bar - Details - Artistic Effects - Fog of the CliCli Editor, you can set the appropriate Color, Fog Density, and Minimum Height of fog so that you can obtain a small island suspended in the sky.



After setting the basic terrain, you need to enrich the mountain trends, for example, covering the basic terrain with mossy rocks. Click New Object in Object Editor - Decoration.


Click the replacement button to enter the Resource Manager and select an appropriate decoration.


After selecting a model, click Confirm to save the option.


In WuKong, the decoration shown in the figure below is selected to enrich the terrain.



After selecting a desired model, go back to the Main Interface and select the Custom file in Object Palette - Decoration. Here, you can see the newly created model. Click a model and place it on the map.


Stack these rock decorations on the map, then you will obtain a map file with rich terrain.


Next, you need to add vegetation to the terrain. The technique of adding vegetation is to stack a large amount of vegetation on the ground and rocks, indicating the abundant sunlight, water sources, and lush vegetation in this environment. The way to choose vegetation materials is the same as the way to choose rocks. You can choose the following vegetation to enrich your map.




Stack the vegetation in large quantities on the map, then you will have an almost complete terrain.


Although CliCli has realistic and high-quality global light and shadow, you still need to improve the quality of the scene by yourself. Lighting is definitely an important skill that can take the scene to a higher level. It plays an important role in color understanding, saturation, and emotional expression. Select Point Light in Object Palette - Atmosphere on the Main Interface and click a location on the map where you want to place a point light. Then a point light is created.


When you create a point light, you may find that the point light does not perfectly meet your needs. In this case, click the point light in Placed Objects - Atmosphere to edit its attribute in Edit Object Palette. You can set Coordinates, Rotation, Color, Light Range, Light Intensity, and Cast Shadow for the point light.


Now, we have completed the appearance setup of the entire map.


Collision Generation

There may be some parts that are not allowed for players to pass through. In this case, you can generate collisions on the map. In Terrain Palette - Passable, select the Collision you want and drag it onto the map to set the collision area.


The following figure shows the collisions set on the map of WuKong.


Result Show