Selected object toolbar

Color Detail

Opens the detail-layer settings for a color object, including overlays, texture/detail styling, and per-state visual detail configuration.

When it appears

Where this control fits

Appears together with Color Object Settings when the selected object supports color detail layers.

What It Opens

Opens the panel for secondary visual layers attached to the color object.

Why It Matters

Opens the detail-layer settings for a color object, including overlays, texture/detail styling, and per-state visual detail configuration.

Detailed behavior

How this control works

This section expands the short walkthrough row into the practical behavior a player or level creator needs to understand.

Detail Layers

Use this control for overlays, highlights, texture-like details, decorations, and visual parts that sit on top of the base color object.

Per-State Detail

Detail layers can make state changes more visible without replacing the object base color.

Readability

Details should support gameplay readability. If a detail makes the object harder to identify, reduce alpha, size, or layer count.

Filter Pairing

When a color object has multiple detail layers, the Color Detail Filter control can decide which details are included or edited.

What each control does

Control reference

Color Detail adds secondary visual layers on top of the base color object. A single detail layer can repeat shapes, draw strokes, use textures, erase/mask areas, fade, or vary across X/Y positions.

Color Detail Layer

Selects which detail layer is being edited. Layers let one color object combine several independent details, such as bolts, stripes, cracks, glow marks, and labels.

Enable Color Detail

Turns the selected layer on or off for the current color object state. Disabled layers remain available without being drawn.

Color Detail Skin

Chooses the detail shape. Available skins include Ellipse, Rectangle, Round Rectangle, Line, Zig-Zag Line, Plus Line, Ellipse Stroke, Rectangle Stroke, Round Rectangle Stroke, Bevel Block, and Color Ruby.

Enable Color Detail Texture

Applies a texture to the selected detail. Fill-like skins use fill textures; line and stroke skins use line/stroke textures.

Color Detail Texture Type

Chooses the texture used by the detail. This is separate from the base object texture and can make details look like scratches, panels, metal, energy, or paint.

Line Texture Compression

Controls how line/stroke detail textures are squeezed or stretched along the detail line. This changes stripe density and texture rhythm.

Texture Scale

Controls the size of the texture pattern inside the detail skin. Use small values for dense texture and larger values for broad material marks.

Texture Flip X/Y

Mirrors the detail texture horizontally or vertically. This helps align directional textures across mirrored objects or repeated patterns.

Erase Mode

Makes the detail act like an erasing layer instead of a normal drawn layer. Use it to cut holes, scratches, gaps, or negative space into the visual design.

Disable Color Detail Mask

Controls whether details are clipped by the object shape. Disabling the mask lets detail drawing extend outside the base object when that effect is wanted.

Skin Width

Controls each repeated detail element's width. For lines and strokes it affects the drawn span; for filled skins it affects the element size.

Skin Height

Controls the element height. Together with width, this defines the proportion of ellipses, rectangles, blocks, and repeated marks.

Skin Polygon Precision

Controls how smooth curved skins are. Higher precision gives smoother ellipses and rounded shapes, while lower precision can create angular mechanical styling.

Skin Max Draw Angle

Limits how much of a circular or stroke skin is drawn. Use it for arcs, partial rings, gauges, rotating indicators, and ruby-like facets.

Skin Rotation

Rotates the detail element without rotating the base object. This is important for diagonal stripes, angled cuts, and mechanical direction markers.

Reverse Skin

Reverses drawing direction for supported skins. It is especially useful for arcs, partial circles, and asymmetric detail shapes.

Bevel Block Angle

Controls the angle used by the Bevel Block skin. This changes the perceived direction of the bevel face.

Bevel Block Size

Controls the bevel thickness/size inside the Bevel Block detail. Larger values make the block look deeper and more sculpted.

Bevel Block Strength

Controls how strong the bevel contrast is. Use lower values for subtle panels and higher values for chunkier mechanical blocks.

Bevel Block Shadow Lines

Draws additional bevel shadow lines on the Bevel Block skin. This can make details feel more dimensional.

Bevel Block Center Block

Controls whether the center part of the Bevel Block is drawn. Turning it off can create frame-like or cutout details.

Skin Draw Count X/Y

Limits how many repeated detail elements are drawn horizontally or vertically. Use this when a pattern should stop after a fixed number of marks instead of filling the whole object.

Skin Corner Radius

Rounds corners for round-rectangle detail skins. It controls whether panels feel sharp, soft, industrial, or toy-like.

Skin Line Thickness

Controls the stroke width for line and stroke detail skins. Thin lines read as engraving; thick lines read as bars, rails, or hazard stripes.

Skin Line Round Edge

Rounds line ends and joins where supported. Enable it for soft cables, pipes, and friendly UI marks; disable it for sharper mechanical edges.

Padding X/Y

Offsets detail placement inside the layout. Padding is useful for moving patterns away from object edges or aligning repeated marks with the base shape.

Enable Color Detail Variation

Enables alternate drawing behavior across the repeated detail grid. Variation can change color, texture, skin type, rotation, scale, or padding on selected steps.

Enable X Variation

Applies variation along horizontal steps. X Variation Step controls how often the alternate detail appears across a row.

Enable Y Variation

Applies variation along vertical steps. Y Variation Step controls how often the alternate detail appears down a column.

Combine X And Y Variation

Requires both X and Y variation positions to match before the alternate detail is used. This creates checker-like accents or sparse special marks.

Enable Color Variation

Changes the detail color on variation steps. Use it for alternating lights, checker patterns, coded wires, or heat/energy gradients.

Padding Variation X/Y

Changes the padding only on variation steps. This can stagger details, create uneven mechanical rows, or avoid a too-perfect repeated pattern.

Enable Texture Variation

Uses a different texture on variation steps. Texture variation has its own type, scale, compression, and flip settings.

Texture Variation Type

Chooses the alternate texture for variation steps. It is used only when texture variation is enabled.

Texture Variation Scale

Controls the alternate texture scale. This lets variation marks look rougher, finer, or more visually distinct than the normal details.

Texture Variation Compression

Controls how compressed the alternate line/stroke texture is. Use it to make variation steps visibly different on line-based skins.

Texture Variation Flip X/Y

Mirrors the alternate texture on variation steps. This helps create alternating texture direction without adding a new layer.

Rectangle Texture Variation

For supported skins, uses rectangle-style texture drawing on variation steps. This is useful when the alternate mark should look like a panel or tile.

Bevel Rectangle Texture Variation

Uses bevel-style rectangle texture drawing on variation steps. It can make alternating tiles feel raised or carved.

Enable Skin Variation

Changes the skin type on variation steps. For example, normal steps can be small rectangles while variation steps become ellipses or ruby marks.

Skin Variation Type

Selects which skin is used for variation steps. It uses the same family of detail skins as the main Color Detail Skin control.

Skin Variation Reverse

Reverses the alternate skin drawing direction. Use it when alternating arcs or angled details should face opposite directions.

Enable Rotation Variation

Rotates detail elements on variation steps. This is useful for alternating diagonal stripes, scratches, rotating arrows, or mechanical teeth.

Rotation Variation

The alternate rotation value used when rotation variation is active.

Enable Scale Variation

Scales detail elements on variation steps. Use it to avoid flat repetition or to make every Nth element visually stronger.

Scale Variation

The alternate scale value used by variation steps. It affects the drawn detail size, not the base object size.

Detail Alpha

Controls detail transparency. Use it to keep decoration subtle or to make important gameplay marks stand out.

Global Alpha

Makes the detail layer follow the base object's global alpha. This keeps the object and its details fading together.

Detail Blend Mode

Controls how the detail layer blends with the base fill. Different blend modes can create dark marks, bright glows, additive highlights, or normal paint-like overlays.

Detail Alpha Fade

Fades repeated details across a direction. Alpha Fade Min, Alpha Fade Max, and Alpha Fade Direction control the range and whether the fade goes right, top, left, or bottom.

Color Detail Layout

Chooses the placement pattern: Tile, Checkerbox, or Ellipse layout. Tile fills a grid, Checkerbox alternates rows/columns, and Ellipse arranges details around an oval path.

Layout Gap X/Y

Controls spacing between repeated detail elements. Tight gaps create dense surfaces; wide gaps create distinct bolts, lights, or marks.

Ellipse Layout Width/Height

Controls the oval used by Ellipse layout. This is useful for circular indicators, rings, orbiting marks, or decorative borders.

Ellipse Layout Skin Angle Direction

Rotates each detail to follow the ellipse direction. Enable it for arrows, ticks, and marks that should face along the curve.

How the options combine

Option groups

Color Detail becomes powerful when layer, skin, layout, texture, variation, alpha, and mask settings are combined carefully.

Layer System

Color Detail Layer and Enable Color Detail let one state contain several separate visual systems. Keep layers focused: one layer for stripes, one for bolts, one for glow marks.

Skin Shape System

Skin type, width, height, rotation, polygon precision, corner radius, line thickness, and max draw angle define the shape of each repeated detail element.

Texture System

Texture type, texture scale, flip, and line compression define the material on the detail. This is independent from the base object texture.

Variation System

X/Y variation, combined variation, color variation, skin variation, texture variation, rotation variation, scale variation, and padding variation create non-uniform patterns.

Layout System

Tile, Checkerbox, and Ellipse layouts decide where detail elements are placed. Gaps, padding, draw-count limits, and ellipse dimensions control density.

Blend, Fade, Mask

Detail alpha, global alpha, blend mode, alpha fade, erase mode, and mask control decide how strongly the detail affects the final object image.

Practical setups

Examples

These examples show how to combine the controls without losing gameplay readability.

Hazard Stripes

Use Line or Rectangle detail skin, rotate it diagonally, choose Tile layout, set tight Layout Gap X/Y, then enable Color Variation for alternating warning colors.

Riveted Metal Plate

Use Ellipse Stroke or small Bevel Block details, Tile or Checkerbox layout, limited draw count, subtle alpha, and a darker blend mode.

Energy Ring

Use Ellipse layout with Ellipse Stroke or Color Ruby skin. Enable Ellipse Layout Skin Angle Direction so details follow the curve.

Scratched Surface

Use Line or Zig-Zag Line skin with texture enabled, low alpha, rotation variation, scale variation, and padding variation so scratches do not repeat perfectly.

Cutout Pattern

Enable Erase Mode and keep the mask enabled if the cuts should stay inside the object. Disable the mask only when the cutout effect should extend outside the base shape.

Fading Indicator

Use Detail Alpha Fade from left, right, top, or bottom. This works well for gauges, charge bars, heat panels, and direction hints.

How to use it

Practical workflow

Use this flow while building or debugging a level that depends on this control.

Set the base color first.

Open Color Detail only after the main object appearance is stable.

Add one detail layer at a time.

Check how the detail looks while the object moves, rotates, and overlaps other objects.

Use filters when several details exist.

Filtering keeps editing focused on the current visual state.