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More PQSMods, LandControl and Rings #87
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Also add the internal mod name because this is used by the Template node.
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Overall Comments:
- Currently h3 headings do not generate links.
- Single-word headings do not need explicit tag declarations, though they are fine to leave in if you want
- The razor pages and routing additions are needed.
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AerialPerspectiveMaterial is a peculiar PQSMod. It appears to have no effect on the vertex height or color of the planet. Instead, it seems to partially configure the material of the planet's surface. It is suspected that the intent of this mod is to update certain shader parameters on every frame so as to correct any atmospheric effects. | ||
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## Example {#Example} |
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The anchor id ({#name}
) is not needed, the C# side will autogenerate them based on the heading name.
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|Property|Format|Description| | ||
|--------|------|-----------| | ||
|atmosphereDepth|Decimal|The altitude of the atmosphere in m.| |
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Use the full name (meters) in descriptions.
|atmosphereDepth|Decimal|The altitude of the atmosphere in m.| | ||
|globalDensity|Decimal|Unknown, presumed to be an atmosphere density multiplier.| | ||
|heightFalloff|Decimal|The PQSMod appears to calculate atmospheric density at the altitude of the camera. This parameter seems to control the density falloff with altitude. The suspected behavior is `localDensity = exp(-heightFalloff * observerAltitude)`.| | ||
|oceanDepth|Decimal|The depth of the ocean in m.| |
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Use meters
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The upshot is that parameters B and C essentially control the smoothness of the interpolation (possibly at the expense of actually passing through the height values recorded in the heightmap). Careless configuration may introduce unwanted artifacts, such as rippling effects around high contrast edges (IE what ought to be cliffs in the terrain) or blurring. | ||
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## Example {#Example} |
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Heading ID unnecessary
} | ||
``` | ||
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## Properties {#Properties} |
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Heading ID unnecessary
@@ -73,36 +75,83 @@ LandControl | |||
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``` | |||
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## Parameters {#Parameters} |
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heading ID unnecessary
@@ -112,9 +161,49 @@ Each `LerpRange { }` node describes a range of numbers to encompass, or lerp ove | |||
|endEnd|Decimal|The true end of the LandClass coverage. Coverage before this point is sparse, while coverage after this point is non-existent.| | |||
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## Scatters {#Scatters} |
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Heading ID unnecessary (this slipped through the cracks when i purged them before)
## LerpRange {#LerpRange} | ||
Each `LerpRange { }` node describes a range of numbers to encompass, or lerp over. These ranges are applied to each dimension. The image below describes the valid ranges for latitude and longitude, with a handy diagram at the bottom for a visual description of the coverage of the LandClass over a Float "dimension." Areas where coverage is not complete are determined by the `coverage___` properties. | ||
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![alttext](https://media.discordapp.net/attachments/717082915565076491/717506199100194876/LANDCONTROL.png) |
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We should probably keep this image to illustrate it (I'll add it to the wiki repo directly)
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