QuadEnhanceCoast
The QuadEnhanceCoast PQSMod allows you to tune terrain detail around sea level and under the ocean. It can be used to make coastlines more detailed, so that they look better from a distance. Similarly, it can also be used to reduce the detail on the seafloor,
How it works
On each quad build, the mod compares the quad's vertex altitudes to a "coast" altitude, defined as sphere.radius + coastLessThan:
- If every vertex of the quad is below this altitude then the distance that the PQS quad gets subdivided at is multiplied by
oceanFactor. - If the quad straddles the threshold then the distance it gets subdivided at is multiplied by
coastFactor. - Otherwise, the subdivision distance threshold stays the same.
A factor greater than 1 means that the quad will be subdivided further away from the main vessel (higher detail); a factor less than 1 does the opposite (lower detail).
By default, QuadEnhanceCoast will decrease the detail on ocean quads by 50%, and increase the detail on coastline quads by 50%.
Example
cfg
PQS
{
Mods
{
QuadEnhanceCoast
{
coastLessThan = 1
oceanFactor = 0.5
coastFactor = 1.5
enabled = true
}
}
}| Property | Format | Default | Description |
|---|---|---|---|
| coastLessThan | Decimal | 1.0 | Altiture of the top of the "ocean" region, in meters. Vertices with an altitude less than coastLessThan are considered to be "ocean" vertices. |
| oceanFactor | Decimal | 0.5 | Multiplier applied to the subdivision distance for quads that are entirely below the coast threshold. |
| coastFactor | Decimal | 1.5 | Multiplier applied to the subdivision distance for quads that straddle the coast threshold. |
Notes
coastFactoris only exposed in kopernicus 245 or later.