ATY Scripts Logo
ATY Scripts/Doku/Map Editor/Area fill and delete

Area fill and delete

Area fill and delete

Placing four hundred rocks one at a time is not mapping. The area tools let you draw a region and fill it — or clear it — in one action.

Drawing an area

Both tools use the same shape builder:

Input Action
Left click Add a corner where you are pointing
Backspace Remove the last corner
Enter Close the shape and continue
Esc Cancel

Click your way around the region — three corners minimum, as many as you like. The outline is drawn on the ground as you go.

This is a **polygon**, not a bounding box. A curved riverbank, an L-shaped yard or the irregular gap between two buildings is drawn as itself. Everything inside the shape is affected; everything outside is not — including points inside the rectangle that would enclose your shape.

Area fill

  1. Open Area Fill from the toolbar
  2. Draw the region and press Enter
  3. Pick one or more models from the catalogue
  4. Set the options
  5. Preview, then Place

Options

Option Effect
Spacing Distance between placements. The single biggest control over density
Distribution Grid — regular rows. Random — jittered, natural
Min spacing A floor on how close two placements may get, applied after jitter
Scale range Random scale between a minimum and a maximum
Z jitter Random height variation, for debris and rubble
Slope align Each placement tilts to match the ground's normal
Heading Random per placement, or fixed for everything
Features Freeze, collision, place on ground, mission entity — applied to every placement

Random distribution + random heading + a scale range is the combination that makes a scattered field read as nature rather than as a grid of clones. Grid + fixed heading is what you want for a car park, an orchard or a market row.

Picking several models

Select more than one model and the fill draws from all of them at random. Three rock variants scattered together look like terrain; one rock repeated four hundred times looks like a texture.

Preview

Preview shows translucent ghosts of the real models at the real positions and the real scale, on the ground, before anything is written. Change a setting and the ghosts update.

The ghosts are capped for performance — beyond the cap, remaining points are drawn as lightweight footprint rectangles. Both show you the same layout.

Ghosts are grounded individually at preview time, and the settled height is what gets placed. This is why the preview and the result match even on uneven terrain.

Peds and vehicles

Fill works with all three entity types. Vehicles and peds are given a minimum gap based on the model's real footprint, so a car park fills with parked cars rather than with cars inside each other. Objects get no forced gap, because props are routinely placed touching on purpose.

Area delete

Same shape builder, opposite effect.

  1. Open Area Delete
  2. Draw the region and press Enter
  3. The count of props inside is shown
  4. Confirm

Only props placed through the editor are removed. Default GTA V world props are untouched — those are the world eraser's job.

Both tools have Reselect, which throws away the shape and lets you draw a new one without leaving the tool.

Undo

An area fill or delete is one undo step, not four hundred.

ATY Scripts LogoATY SCRIPTS

Hochoptimierte FiveM Scripts für QBCore & ESX. Maximale Performance, präziser Code, kein Lag.

Community beitreten

Partner

Offizieller Tebex-Partner. Sicherer Checkout und Cfx.re-Keymaster-Integration.

Rechtliches

Nicht verbunden mit Rockstar Games, Cfx.re, FiveM oder Take-Two Interactive. Käufe unterliegen den Tebex-Nutzungsbedingungen.

© 2026 ATY SCRIPTS. Alle Rechte vorbehalten.