AreaTriggers have two textures imposed upon one another. The relationship between the top and bottom texture can be treated like a donut, where the top is the interior, and the bottom is the donut itself.
See the screenshots below for how some of the attributes behave when changed.
|1||ID||Integer||Linked by AreaTrigger decalPropertiesId|
|6||InnerRadius||Float||Inverse of how harshly BotTextureBlendSetID intrudes upon the TopTextureBlendSetID. At 0, there is a sharp cutoff.|
|7||OuterRadius||Float||Inverse of how harshly TopTextureBlendSetID applies on top of BotTextureBlendSetID. This controls the overall size of the areatrigger texture.|
|8||Rim||Float||Controls the size of the areatrigger texture by ensuring that the donut outer radius does not change.|
|9||Gain||Float||Controls how harshly the TopTextureBlendSetID spreads onto the normal textures around it. At 0 there is a sharp cutoff.|
|10||Flags||Bitmask||Behaviour properties of the decal. Flags 4 makes the texture colour change depending on camera angle - looking down on it is darker than from ground level. Flags 8 makes the bottom texture disappear.|
|12||FadeIn||Float||Self explanatory. 0 for instant.|
|13||FadeOut||Float||Self explanatory. 0 for instant.|
|15||BlendMode||Int||Controls how TopTextureBlendSet applies onto terrain. Type 0 is overwrite but with blending, Type 1 only works without BottomTextureBlendSet and Type 2 is overwrite without blending.|