LandControl

The LandControl PQSMod allows defining regions known as LandClasses, within which you can customize several features of the particular region.

Subnodes

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 Float The max height for the height map?
altitudeBlend Float The blend amount with adjacent terrain.
altitudeFrequency Float 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 Float The complexity of or amount of detail in the noise.
altitudeSeed Integer The random seed of the noise.
latitudeBlend Float The blend amount with adjacent terrain.
latitudeFrequency Float 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 Float The complexity of or amount of detail in the noise.
latitudeSeed Integer The random seed of the noise.
longitudeBlend Float The blend amount with adjacent terrain.
longitudeFrequency Float 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 Float The complexity of or amount of detail in the noise.
longitudeSeed Integer The random seed of the noise.