References and glossary

13.1 Key files and folders

  • level.json: level configuration / entry data.

  • info.json: metadata for level selection, spawn points, Repository presentation, and related UI data.

  • main.materials.json: material definitions referencing textures.

  • main/items.level.json: scene object data saved by the World Editor.

  • /levels/YourMap: level domain (scene data, level-specific assets, metadata).

  • /levels/YourMap/art/...: level-specific materials, textures, meshes, decals, forest data, and prefabs.

  • /levels/YourMap/source: editable originals; keep these out of packaged releases.

13.2 Core objects and systems

  • Terrain: heightfield‑based ground.

  • DecalRoad: spline‑based projected road surface.

  • MeshRoad: spline‑based road that generates geometry.

  • Forest: instanced vegetation system.

  • TSStatic: standard static object class.

  • WaterPlane: water surface object.

  • Groundmodels: surface behavior linked to materials.

  • World Editor: in‑game level editing tool.

  • SpawnSphere: scene object used by info.json spawn point entries.

  • LevelInfo: level-wide fog, gravity, sound ambience, environment map, and map settings.

  • TimeOfDay / sky objects: time, sun, sky, cloud, and lighting setup.

13.3 Authoring and pipeline terms

  • Collada (.DAE): mesh exchange format used by the pipeline.

  • LOD (Level of Detail): simplified meshes used at distance.

  • Atlas: texture containing multiple elements to reduce draw calls.

  • Cubemap: texture used per material to provide reflections.

  • PNG: required texture format for this pipeline.

  • LOD: simplified mesh variant used at distance.

  • Impostor: far-distance representation for vegetation or repeated assets.

  • Draw call: one CPU submission to render a batch of geometry with a material/render state.

  • Overdraw: repeated shading of the same screen pixels, often caused by transparency, decals, or dense foliage.

13.4 Where to look

Need Start here
File layout and schemas Level File Formats
Scene object fields and behavior Level Object Classes
Terrain binary/data details Terrain format
Spawn metadata Level metadata (info.json) and SpawnSphere
Static mesh placement TSStatic
Road objects DecalRoad and MeshRoad
Material JSON Material file format
Vegetation data Forest format and Forest brush
Packaging metadata Level metadata (info.json)
Gameplay data, traffic, missions, and map UI Level Gameplay Data
Facilities and gameplay feature folders Facilities , Vehicle Groups , Drift Spots , Crawls , and Drag Strips
Common problems Troubleshooting

13.5 Further reading

Deep-dive reference docs for the systems covered in this guide:

Last modified: June 24, 2026

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