VertexHeightNoise
Internal mod name: PQSMod_VertexHeightNoise
The VertexHeightNoise PQSMod is a mod that adds height noise to the terrain. This makes the terrain bumpier, though the "style" of bumps/features change with the noise type.
The noise is also additive, meaning that instead of overwriting the terrain altitude, it simply adds or subtracts from it.
Show Example
Example
cfg
PQS
{
Mods
{
VertexHeightNoise
{
deformity = 1200
frequency = 0.5
octaves = 3
persistence = 0.2
seed = 134256
noiseType = Perlin
mode = High
lacunarity = 0.7
enabled = true
order = 25
}
}
}Show VertexHeightNoise Table
| Property | Format | Description |
|---|---|---|
| deformity | Decimal | The deformity of the simplex terrain noise. |
| frequency | Decimal | The size of the each feature of the simplex terrain noise. As frequency gets bigger, size gets smaller. |
| octaves | Integer | The amount of blanketing over the noise. Higher octaves mean rougher noise. |
| persistence | Decimal | The complexity of or amount of detail in the noise. |
| lacunarity | Decimal | The size of the gaps that are in the noise. |
| seed | Integer | The random seed of the noise. |
| noiseType | NoiseType | The type of the specified noise. |
| mode | NoiseQuality | The quality mode of the noise. |
This may seem nice, but there are several issues with VertexHeightNoise. These include:
- Scarped terrain at the planet's poles
- A black line which appears around sea level
- Terrain disappears after going below sea level
It is recommended that you instead use one of the VertexHeightNoiseVertHeightCurve PQSMods instead.
- VertexHeightNoiseVertHeightCurve
- VertexHeightNoiseVertHeightCurve2
- VertexHeightNoiseVertHeightCurve3
If you want to replicate the effect of VHN with one of the above mods, it is relatively simple to do so.
cfg
PQS
{
Mods
{
VertexHeightNoiseVertHeightCurve2
{
// All blank fields can be whatever you want, see the VHNVHC2 page for more information on them.
deformity =
ridgedMode =
ridgedAddSeed =
ridgedAddFrequency =
ridgedAddLacunarity =
ridgedAddOctaves =
ridgedSubSeed =
ridgedSubFrequency = 0
ridgedSubLacunarity =
ridgedSubOctaves =
simplexCurve
{
key = 0 1
key = 1 0
}
simplexHeightStart =
simplexHeightEnd =
simplexSeed =
simplexOctaves =
simplexPersistence =
simplexFrequency = 0
enabled = true
order =
}
}
}