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.
Area fill
- Open Area Fill from the toolbar
- Draw the region and press Enter
- Pick one or more models from the catalogue
- Set the options
- 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.
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.
- Open Area Delete
- Draw the region and press Enter
- The count of props inside is shown
- 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.