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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

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
        {
            ...
        }
    }
}
PropertyFormatDescription
minLevelIntegerThe minimum level of triangles needed to render the PQS (subdivision level). Advised not to alter.
maxLevelIntegerThe 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.
minDetailDistanceDecimalThe minimum subdivision level for scatters to spawn.
maxQuadLengthsPerFrameDecimalUnknown use. Advised not to alter.
fadeStartDecimalThe altitude, in meters, in which the PQS begins to fade out. Should line up with ScaledVersion's fadeStart.
fadeEndDecimalThe altitude, in meters, in which the PQS is fully faded. Should line up with ScaledVersion's fadeEnd.
deactivateAltitudeDecimalThe altitude, in meters, in which the PQS is deactivated.
mapMaxHeightDecimalThe 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.
materialTypePQSMaterialThe 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.

PropertyFormatDescription
bounceCombinePhysicsCombineModeDetermines how the bounciness combines. Values are Average = 0, Multiply = 1, Minimum = 2, Maximum = 4. Default is Average.
frictionCombinePhysicsCombineModeDetermines how the friction combines. Values are Average = 0, Multiply = 1, Minimum = 2, Maximum = 4. Default is Maximum.
bouncinessDecimalThe bounciness of the terrain. Default is 0.0.
staticFrictionDecimalThe friction of the terrain when unmoving. Default is 0.8.
dynamicFrictionDecimalThe friction of the terrain when moving. Default is 0.6.