PQS
The PQS { } node describes properties of the Procedural Quad Sphere that makes up the body and the material used for it (physics and redering-wise). It also contains the Mods { } subnode, which specifies which PQSMods to apply to customize the body.
Subnodes
- PhysicsMaterial { } (below)
- Material { }
- FallbackMaterial { }
- Mods { }
Example
Body
{
PQS
{
// PQS Detail Settings
minLevel = 2
maxLevel = 10
minDetailDistance = 8
maxQuadLengthsPerFrame = 0.03
// Surface physics material
PhysicsMaterial
{
bounceCombine = Multiply
frictionCombine = Maximum
bounciness = 0
staticFriction = 0.9
dynamicFriction = 0.9
}
//PQS fades, should roughly line up with ScaledSpace fades
fadeStart = 60000
fadeEnd = 120000
deactivateAltitude = 160000
mapMaxHeight = 8000
materialType = AtmosphericOptimized
Material
{
...
}
Mods
{
...
}
}
}
| Property | Format | Description |
|---|---|---|
| minLevel | Integer | The minimum level of triangles needed to render the PQS (subdivision level). Advised not to alter. |
| maxLevel | Integer | The maximum level of triangles needed to render the PQS (subdivision level). Higher levels can lead to more detailed, yet much more noisy and sharp, terrain. |
| minDetailDistance | Decimal | The minimum subdivision level for scatters to spawn. |
| maxQuadLengthsPerFrame | Decimal | Unknown use. Advised not to alter. |
| fadeStart | Decimal | The altitude, in meters, in which the PQS begins to fade out. Should line up with ScaledVersion’s fadeStart. |
| fadeEnd | Decimal | The altitude, in meters, in which the PQS is fully faded. Should line up with ScaledVersion’s fadeEnd. |
| deactivateAltitude | Decimal | The altitude, in meters, in which the PQS is deactivated. |
| mapMaxHeight | Decimal | The maximum altitude, in meters, that can be represented in a height map exported from Kittopia. Omit to use the full height of the current PQS. |
| materialType | PQSMaterial | The name of the material type to use in the Material { } subnode. Possible values: Vacuum, AtmosphericBasic, AtmosphericMain, AtmosphericOptimized, AtmosphericExtra, AtmosphericOptimizedFastBlend, AtmosphericTriplanarZoomRotation, AtmosphericTriplanarZoomRotationTextureArray (1.9). |
PhysicsMaterial
The PhysicsMaterial { } subnode describes how the PQS’s terrain acts physically.
| Property | Format | Description |
|---|---|---|
| bounceCombine | PhysicsCombineMode | Determines how the bounciness combines. Values are Average = 0, Multiply = 1, Minimum = 2, Maximum = 4. Default is Average. |
| frictionCombine | PhysicsCombineMode | Determines how the friction combines. Values are Average = 0, Multiply = 1, Minimum = 2, Maximum = 4. Default is Maximum. |
| bounciness | Decimal | The bounciness of the terrain. Default is 0.0. |
| staticFriction | Decimal | The friction of the terrain when unmoving. Default is 0.8. |
| dynamicFriction | Decimal | The friction of the terrain when moving. Default is 0.6. |