> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/map-editor/guide/area-fill-and-delete.md).

# 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.

{% hint style="success" %}
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.
{% endhint %}

### 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.

{% hint style="info" %}
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.
{% endhint %}

#### 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.
