LandControl
The LandControl PQSMod allows defining regions known as LandClasses, within which you can customize several features of the particular region.
Subnodes
- Scatters { } = Defines used scatters
- LandClasses { } = Specifies land regions and their customizations
Example
PQS
{
Mods
{
LandControl
{
createColors = True
createScatter = True
heightMap = BUILTIN/oceanmoon_height
useHeightMap = False
vHeightMax = 6000
altitudeBlend = 0.01
altitudeFrequency = 2
altitudeOctaves = 2
altitudePersistance = 0.5
altitudeSeed = 53453
latitudeBlend = 0.05
latitudeFrequency = 12
latitudeOctaves = 6
latitudePersistance = 0.5
latitudeSeed = 53456345
longitudeBlend = 0.05
longitudeFrequency = 12
longitudeOctaves = 4
longitudePersistance = 0.5
longitudeSeed = 98888
order = 100
enabled = True
name = LCExample
Scatters
{
...
}
LandClasses
{
...
}
}
}
}
| Property | Format | Description |
|---|---|---|
| createColors | Boolean | Whether to use/affect colors. |
| createScatters | Boolean | Whether to create scatters. |
| heightMap | File Path | Use currently unknown - could be using it as a mask? |
| useHeightMap | Boolean | Whether to use the height map for…? |
| vHeightMax | Decimal | The max height for the height map? |
| altitudeBlend | Decimal | The blend amount with adjacent terrain. |
| altitudeFrequency | Decimal | The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller. |
| altitudeOctaves | Integer | The amount of blanketing over the noise. Higher octaves mean rougher noise. |
| altitudePersistance | Decimal | The complexity of or amount of detail in the noise. |
| altitudeSeed | Integer | The random seed of the noise. |
| latitudeBlend | Decimal | The blend amount with adjacent terrain. |
| latitudeFrequency | Decimal | The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller. |
| latitudeOctaves | Integer | The amount of blanketing over the noise. Higher octaves mean rougher noise. |
| latitudePersistance | Decimal | The complexity of or amount of detail in the noise. |
| latitudeSeed | Integer | The random seed of the noise. |
| longitudeBlend | Decimal | The blend amount with adjacent terrain. |
| longitudeFrequency | Decimal | The size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller. |
| longitudeOctaves | Integer | The amount of blanketing over the noise. Higher octaves mean rougher noise. |
| longitudePersistance | Decimal | The complexity of or amount of detail in the noise. |
| longitudeSeed | Integer | The random seed of the noise. |