terrain-data

terrain-data is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 86 tokens per session (4,253 once invoked), scanned A, original, MIT.

A tool for generating terrain heightmaps and water paths from real-world geographic coordinates. A heightmap is an image whose brightness represents ground elevation for creating a 3D landscape.

In plain words
What is it for?
Use it to preview elevation data, generate heightmaps, download satellite or topographic reference images, and create water features for a real location.
Why use it?
It removes the manual work of turning map and elevation data into Unreal Engine landscape files and river, lake, or ocean splines.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to preview elevation data, generate heightmaps, download satellite or topographic reference images, and create water features for a real location.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/terrain-data
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kevinpbuckley/VibeUE --skill terrain-data
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for terrain-data

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/terrain-data/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/terrain-data)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/terrain-data"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/terrain-data/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for terrain-data

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/terrain-data"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/terrain-data.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,253 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00086 $0.04253
Opus 5 $0.00043 $0.02126
Sonnet 5 $0.00017 $0.00851
Haiku 4.5 $0.00009 $0.00425

Measured 10d ago against content hash 724d243a62d5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

terrain-data scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Content/Skills/terrain-data/SKILL.md · 367 lines

How it starts

The opening of the file, as written. The whole thing — 367 lines — stays where its author put it; the contents beside it link to each section on GitHub.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "landscape-and-foliage"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Real-World Terrain Skill

Generates heightmaps and water feature splines from real geographic coordinates via the terrain_data MCP tool. The tool downloads Mapbox tiles server-side and writes UE5-compatible heightmaps + landscape splines into the project's Saved/Terrain/ folder — no API key or chat configuration is required.

Workflow

Heightmap (always run first)

  1. preview_elevation — fetch elevation stats + suggested settings. Returns suggestedZScale, suggestedXYScales (resolution → XY scale), height range.
  2. generate_heightmap — generate the 16-bit PNG using suggested settings
  3. (optional) get_map_image — satellite/topo reference image for the same area
  4. attach_image — attach the satellite image so you can see the terrain colors and features for material/painting decisions
  5. Import into UE5 using the landscape skill

⚠️ CRITICAL — Landscape Scale: When creating the landscape, use suggestedXYScales[resolution] from step 1 as the X and Y scale. Do NOT use the default value of 100. Use suggestedZScale for the Z scale. Example: scale=unreal.Vector(suggestedXYScales["1009"], suggestedXYScales["1009"], suggestedZScale)

Water features (after heightmap is imported)

  1. get_water_features — fetch rivers, lakes, and oceans for the same lng/lat/map_size. Saves full JSON to Saved/Terrain/ and returns a compact summary with the file path.
  2. Read the saved JSON file: json_str = open(file_path).read()
  3. Water bodies use ue5_rings, waterways use ue5_points. Both are origin-centered.

Read the full file on GitHub · 367 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 367 lines · 86 tokens per session scan A 724d243a62d5

Subscribe to this mod's changes

terrain-data is a skill published in the GitHub repository kevinpbuckley/VibeUE (662 stars, last pushed 6d ago), licensed MIT. It adds 86 tokens to every session and 4,253 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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