You came here from Surveyor — this guide covers the surface-mask checks it runs on your map.
Field guide / Masks

Surface masks that survive binarize

Tested on DayZ 1.28

Your surface mask decides what every square metre of your terrain feels like underfoot — and it's the file most likely to silently break between your paint program and the packed WRP. This guide is the workflow that survives repeated repaints without falling apart.

The layer stack

Keep the mask as a layered working file and flatten only on export. One layer per surface, painted in the exact indexed colours your layers config expects — anti-aliasing off everywhere, because a single blended pixel becomes a surface your config doesn't know.

Slope overlays

Field note

Generate a slope overlay from your heightmap (a 40° threshold works well) and keep it as a guide layer. Painting grass onto a cliff face reads fine in 2D and looks absurd in-game.

Painting workflow

Work from the satmap, not from imagination: the mask and satmap must agree or the terrain shimmers between two stories. Block in the large reads first — rock, grass, gravel — then detail transitions where players will actually walk.

Export checklist
flatten — indexed colours only, zero anti-aliasing
export PNG at full mask resolution
run the tiler — inspect two tiles at biome borders
rebuild world — walk the border in Buldozer

Fixing seams

Visible tile seams almost always mean the mask and satmap disagree at a tile border, or a stray colour slipped into the mask. Diff the border pixels of the two adjacent tiles before you touch anything else.

All field guides

More guides coming.