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The Attributes Dialog

If you are editing the attributes of a selection the title bar will show the top left and bottom right corners of the selection and the current height you are editing. The five squares show the textures on the various sides of the cubes. If the cubes in the selection have different textures on a side, that side will be hatched out. Similarly, if any of the controls are greyed out then some of the cubes in the selection have that attribute, but not all. Only attributes you change will be written to the map when you click on OK.

  • Cube Type

    Your character is affected by the blocks he walks into, not the blocks he is above. You should remember this when setting things such as roads, water and pavements up.

    • No floor

      This is a attribute causes you to fall into the block below. For example if you have a road beneath you you will appear to fall into the road.

    • Water

      This attribute causes you to drop and drown. It DOES NOT have to have a water texture below, but drowning in a pavement may look slightly silly.

    • Solid

      This does exactly what is says - you can not walk through this block.

    • Vehicle

      States whether or not a vehicle may appear on this cube.

    • Pavement

      This is essentially for pedestrians. They will walk through these blocks, but not anywhere else, thus restricting them to the paths. Obviously if you want them to wander aimlessly across the road then thats up to you...

    • Player Only

      Only the player may pass through this block. No cars or pedestrians may do so. Nothing will form in this block either.

  • Brightness

    Set the brightness of the cube to a certain level. Useful for achieving shadow effects.

  • Government Buildings

    You can specify the cube to one of any of these buildings. You need at least one Police Station and one Hospital in each map, to prevent it crashing when you get busted or die. There is a maximum of six for the map too.

  • Vehicle Direction

    You may set any, all or none of these values. If the vehicle attribute is set then these specify what directions the generated vehicle may travel in.

  • Transparent / Flat

    Sets any black in the textures to be transparent and flattens the cube so that only the North, West and Top sides have textures on. When this is checked, the textures set for the South and West faces will appear as the inside of the North and East sides.

  • Flip East & West

    Mirrors the East and West textures along the vertical axis.

  • Flip North & South

    Mirrors the North and South textures along the vertical axis.

  • Railway

    It is a good idea to make sure that the rail you are laying is in a complete loop, otherwise trains will not generate, no matter how many stations or trains you set.

    • Rail

      This turns the current cube into a piece of railway track. If you step on it you will fry, and vehicles will explode.

    • Station

      Set the cube to act as a station so trains stop at this point. This may only be set if the Rail box is checked.

    • Trains

      Set so a train is formed at this point. May only be set if the Station box is checked.

  • Textures

    To change a texture, click on it to bring up the window shown below.

    If you are changing the top texture then textures such as roads, pavements and the like are available. If you selected a side square then wall textures are available for your selection. Click on OK to choose the texture, or cancel to discard the change.

  • The height arrows

    Each square on the GTA map is made up of a stack of cubes. There are 6 cubes in each stack. The road cube is usually at height 1. The higher the value the higher 'up in the air' the cube you are defining is. So for tall buildings set the roof at height 5, and the walls for each cube further down.

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