From 6367eb921bbf982367709ebe62d590b26e0809b4 Mon Sep 17 00:00:00 2001 From: DeltaDizzy Date: Mon, 20 May 2024 16:47:53 -0400 Subject: [PATCH] remove oceanheight and clarify detail distance --- content/Ocean.md | 10 ++++------ content/PQSMods/PQS.md | 2 +- 2 files changed, 5 insertions(+), 7 deletions(-) diff --git a/content/Ocean.md b/content/Ocean.md index 011762a..a7e76e9 100644 --- a/content/Ocean.md +++ b/content/Ocean.md @@ -19,7 +19,6 @@ Body { ocean = True oceanColor = 0,0,1,1 - oceanHeight = 100 density = 1.25 minLevel = 1 maxLevel = 6 @@ -83,7 +82,7 @@ Body } Mods { - // just put PQSMods here. WHether they work is a different story + // just put PQSMods here. Whether they work is a different story } Fog { @@ -113,9 +112,8 @@ Body |--------|------|-----------| |ocean|Boolean|Whether the ocean is enabled.| |oceanColor|Color|The color of the ocean on the map.| -|oceanHeight|Decimal|The height of the ocean in meters.| |density|Decimal|The density of the ocean in g/m3. 1 is the density of actual water.| -|minLevel|Integer|The PQS minimum level of triangles needed to display the ocean. Advised not to touch.| -|maxLevel|Integer|The PQS maximum level of triangles needed to display the ocean.| -|minDetailDistance|Decimal|The minimum detail distance of ???.| +|minLevel|Integer|The PQS minimum subdivision level. Advised not to touch.| +|maxLevel|Integer|The PQS maximum subdivision level.| +|minDetailDistance|Decimal|The minimum subdivision level for scatters to spawn.| |maxQuadLengthsPerFrame|Decimal|Unknown use. Advised not to touch.| diff --git a/content/PQSMods/PQS.md b/content/PQSMods/PQS.md index 9fe452d..f33464a 100644 --- a/content/PQSMods/PQS.md +++ b/content/PQSMods/PQS.md @@ -59,7 +59,7 @@ Body |--------|------|-----------| |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 distance needed to render scatters?| +|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`.|