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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
      {
        ...
      }
    }
  }
}
PropertyFormatDescription
createColorsBooleanWhether to use/affect colors.
createScattersBooleanWhether to create scatters.
heightMapFile PathUse currently unknown - could be using it as a mask?
useHeightMapBooleanWhether to use the height map for...?
vHeightMaxDecimalThe max height for the height map?
altitudeBlendDecimalThe blend amount with adjacent terrain.
altitudeFrequencyDecimalThe size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.
altitudeOctavesIntegerThe amount of blanketing over the noise. Higher octaves mean rougher noise.
altitudePersistanceDecimalThe complexity of or amount of detail in the noise.
altitudeSeedIntegerThe random seed of the noise.
latitudeBlendDecimalThe blend amount with adjacent terrain.
latitudeFrequencyDecimalThe size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.
latitudeOctavesIntegerThe amount of blanketing over the noise. Higher octaves mean rougher noise.
latitudePersistanceDecimalThe complexity of or amount of detail in the noise.
latitudeSeedIntegerThe random seed of the noise.
longitudeBlendDecimalThe blend amount with adjacent terrain.
longitudeFrequencyDecimalThe size of the each feature of the terrain noise. As frequency gets bigger, size gets smaller.
longitudeOctavesIntegerThe amount of blanketing over the noise. Higher octaves mean rougher noise.
longitudePersistanceDecimalThe complexity of or amount of detail in the noise.
longitudeSeedIntegerThe random seed of the noise.