Skip to content

Level

The brightness added for each height level of a cell, or a height offset for the map's cells.

Map height offset

Specification — Map height offset
Applies to
scenarios
File
map file
Section
[Map]
Value
integer
When omitted
0
map file
[Map]
Level=1

Level raises the map’s cells by that many height levels before the terrain is read. Each cell that the map’s terrain data lists then takes its height from that data, so the offset remains only on cells the data leaves out. A map whose terrain data lists every cell is not raised at all.

This key is unrelated to Level in the [Lighting] section, which sets brightness.

Height brightness

Specification — Height brightness
Applies to
scenarios
File
map file
Section
[Lighting]
Value
floating point
When omitted
0An absent key gives 0, not the engine's starting value of about .016 (a sixtieth of full brightness), because the fallback is truncated to a whole number.
map file
[Lighting]
Level=.016

Level makes higher ground brighter. Each cell gains this value once for every height level it stands at. The value uses the same scale as Ambient, where 1 is full brightness, so .016 adds 1.6 percent of full brightness per level. It is kept in thousandths, and any finer part is dropped.

Ground gives the full formula for a cell’s brightness. At 0, high ground is lit the same as low ground.

The same value brightens objects raised above the ground. An aircraft gains it once for every two height levels of altitude. A vehicle on a bridge gains four times this value, and an infantryman on a bridge gains nothing from it.

IonLevel replaces this value while an ion storm runs. Leaving IonLevel out does not carry this value over.

See also — Ground, IonLevel, ion-storms