Skip to content

Edge Wear

Geometry → Edge Wear

Chipped, worn edges — the paint knocked off a kerb, plaster broken away from a corner. Select the edges, press Create, and a narrow strip is built along them carrying a damage texture.

Edge Wear and Smooth Edge build the same strip and differ only in the texture on it. That is why they share their shape settings, drawn once in the Geometry section header rather than twice: having both list the same seven rows was reported as the same panel appearing twice.

Making one

  1. Select the object, enter Edit Mode, edge select, pick the edges.
  2. Set the strip's shape in the Geometry section, if you want something other than the defaults.
  3. Press Create Edge Wear.

Selected Strip

Shape

Setting Does
Width how far the strip reaches onto each face — 0.04 m by default, a narrow band rather than Ambient Occlusion's shelf
Surface Offset lift off the surface, avoiding z-fight
Merge Distance how close two vertices have to be before they are welded
Flip Direction which side of the edge the strip is built on

Fade

Alpha Center / Alpha Outer across the strip, Invert Fade to swap them, then Alpha Bottom / Alpha Top along the run. See Ambient Occlusion's fade — it is the same code and the same reasoning.

Texture Placement

UV Scale and UV Offset, for tiling the damage texture along the run.

These want re-tuning

The shipped defaults (3.5 and +0.3906) were dialled in against a texture that has since been replaced. If the wear looks stretched or badly placed on the current texture, these two are the reason — and reporting what values work is genuinely useful.

Material

Strength — how loudly the wear reads in game. One slider driving the two shader values that decide it:

Strength bumpiness specularIntensityMult
1.0 0.50 0.125 what GTA's own damage strips use
2.0 1.00 0.250
4.0 2.00 0.500 the shipped default

Both values are printed under the slider, so they can be compared against a vanilla material or quoted in a bug report.

The default is 4.0, not GTA's 1.0. At the reference values a strip reads too faintly on a softly lit interior wall, which is where this tool is mostly used — so it ships louder, and 1.0 is one drag away for anything meant to sit exactly where vanilla sits.

specularIntensityMult is the one that matters. decal_normal_only carries no colour of its own — it only bends the surface normal — so the crease is visible only through the light's specular answer to that bend. Set it to 0 and the strip is very nearly invisible on a softly lit interior wall, however strong the normal map is and however high bumpiness goes. That is the single commonest cause of "the damage does not show up in game".

The other three shader values stay where GTA has them (specularFalloffMult 100, specularFresnel 0.97, useTessellation off). Strength is the effect's volume, not its character.

Dragging Strength writes straight to the material and does not rebuild the mesh — there is nothing in the geometry to regenerate.

It is a material value, not a strip value

Strips reuse one seto_fakedamage material by default, so a drag changes every strip wearing it — the panel says how many. And because a reused material is never rewritten, a new strip that adopts one shows that material's Strength rather than the panel's, and says so when it is created. Set Material to Create in the Geometry section for a strip with a Strength of its own.

The Material panel under Edge Wear holds the same slider for the next strip; on an existing strip, use this one.

Position and Bevel

Shared with the other strip tools — see the tab.

What it builds

  • a narrow strip along the selected edges, welded at the corners
  • UVMap 0 and Color 1, the shared green with the alpha fade
  • a seto_fakedamage material — the same shader Smooth Edge uses, which is exactly why materials are matched by name and not by shader
  • filed into the fake_dmg collection, or the source's Drawable collection