> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Technical view

> Color the map by detail level, show mesh edges, and draw the game's vehicle and pedestrian paths.

**Technical view** shows data the game uses but never draws: which detail tier each surface comes from, mesh edges, and the paths that cars, pedestrians, and trains follow. It starts on ordinary textured materials every time you open Map.

## Surface

Click **Technical view** in the dock, then choose **Surface color** in **Surface**:

| Mode | Shows |
| - | - |
| **Material** | Normal textures and lighting. |
| **Normals** | The direction each surface faces. |
| **LOD** | The detail tier of each surface, with a legend. |
| **Vertex color** | The color stored in the mesh. |

Every mode except **Material** is drawn without scene shadows, fog, or glow.

Turn **Textured** off to remove the textures; tint, vertex color, and lighting stay. It works only with **Material**. **Wireframe** draws mesh edges over the current colors. Grass and water do not get edges.

### LOD colors

![Technical view with Surface color set to LOD, coloring the city by detail tier, and the LOD legend visible](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-technical-lod.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=780eac82d5961b4f3dbeea7827509c12)

Surface color set to LOD, with the legend.

| Color | Tier |
| - | - |
| Green | **HD** |
| Blue | **LOD** |
| Yellow | **SLOD1** |
| Orange | **SLOD2** |
| Red | **SLOD3** |
| Light green | **Orphan HD** |
| Purple | **SLOD4** |
| Cyan | **Interior** |
| Gray | **No tier (grass)** |

Use it to see which tier you are looking at from a given distance, or why a building changes as you approach.

## Paths

Turn on any layer under **Paths**. The first time, the layer shows **Generating paths…**. Wait for it to finish.

![Technical view with the Vehicles and Pedestrians path layers on, drawing blue vehicle links and green pedestrian links over the city](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-technical-paths.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=38343b250505e5c9c95ed2cf2934f47f)

Vehicle and pedestrian paths over the city.

| Layer | Color | Shows |
| - | - | - |
| **Vehicles** | Blue | Vehicle links. Links of disabled nodes are gray. |
| **Pedestrians** | Green | Pedestrian links. |
| **Train tracks** | Yellow | Rail segments. |
| **Scenarios** | Pink and purple | Scenario chains and pedestrian points in pink, vehicle scenario points in purple. |
| **Vehicle spawners** | Orange | Vehicle spawn points. |

| Option | What it does | Default |
| - | - | - |
| **Range** | How far around the camera paths are drawn, 100 to 1500 m. | 400 m |
| **Through geometry** | Draws paths through buildings and terrain instead of hiding them behind. | Off |

Both are disabled until a layer is on.

Each enabled layer shows its total count for the whole map, not only what is inside **Range**.

## Troubleshooting

> **Paths are read from the library the first time a layer is turned on.**
>
> Turn on a layer under **Paths**. This is a notice, not a fault.

> **Generating paths…**
>
> Paths are being prepared. Wait. If it ends in an error, click **Try again**.

> **The renderer has not published anything yet.**
>
> Wait until the world has finished loading.


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