Ocean
The Ocean { }
subnode contains all of the information needed to produce an ocean for the specified body. Note that the ocean is one of the two Procedural Quad Spheres on the body it is applied to. This means that some PQS Settings can be applied to Oceans. If you want to set a certain ocean height, see the note regarding Height Map offsets.
Subnodes #
- Material
- FallbackMaterial
- Mods
- Fog
Example #
Body
{
Ocean
{
ocean = True
oceanColor = 0,0,1,1
density = 1.25
minLevel = 1
maxLevel = 6
minDetailDistance = 6
maxQuadLengthsPerFrame = 0.03
Material
{
color = Color as seen from up close, default is 1,1,1,1
colorFromSpace = Color as seen from far away (how do color maps affect this?), default is 1,1,1,1
specColor = Color, default = 1,1,1,1
shininess = Float, default = 0.078125
gloss = Float, default = 0.078125
tiling = Float, default = 1
waterTex = Texture, default is "white"
waterTexScale = X,Y
waterTexOffset = X,Y
waterTex1 = Texture, default is "white"
waterTex1Scale = X,Y
waterTex1Offset = X,Y
bTiling = Float, default = 1 // Bump Map Tiling
bumpMap = Texture, default is "bump"
bumpMapScale = X,Y
bumpMapOffset = X,Y
displacement = Float, default is 1 // Water Movement
texDisplacement = Float, default is 1 // Texture Displacement (what does this mean)
dispFreq = Float, default is 1, the frequency with which the water moves.
mix = Float, default is one, ??????
oceanOpacity = Float, default is 1, opacity of the ocean surface
falloffPower = Float, default is 1, ???
falloffExp = Float, default is 2
fogColor = Color, default is 0,0,1,1, AP Fog Color (what is that)
heightFallOff = Float, default = 1, AP Height Fall Off
globalDensity = Float, default is 1, AP Global Density
atmosphereDepth = Float, default is 1, AP Atmosphere Depth
fogColorRamp = Gradient
fogColorRampScale = X,Y
fogColorRampOffset = X,Y
fadeStart = Float, default is 1
fadeEnd = Float, default is 1
planetOpacity = Float, default = 1
normalXYFudge = Float, default = 0.1
normalZFudge = Float, default = 1.1
}
FallbackMaterial
{
color = Color as seen from up close, default is 1,1,1,1
colorFromSpace = Color as seen from far away (how do color maps affect this?), default is 1,1,1,1
specColor = Color, default = 1,1,1,1
shininess = Float, default = 0.078125
gloss = Float, default = 0.078125
tiling = Float, default = 1
waterTex = Texture, default is "white"
waterTexScale = X,Y
waterTexOffset = X,Y
waterTex1 = Texture, default is "white"
waterTex1Scale = X,Y
waterTex1Offset = X,Y
fadeStart = Float, default is 1
fadeEnd = Float, default is 1
planetOpacity = Float, default = 1
}
Mods
{
// just put PQSMods here. Whether they work is a different story
}
Fog
{
afgAltMult = Float
afgBase = Float
afgLerp = True/False
afgMin = Float
fogColorEnd = Color
fogColorStart = Color
fogDensityAltScalar = Float
fogDensityExponent = Float
fogDensityPQSMult = Float
fogDensityStart = Float
skyColorMult = Float
skyColorOpacityAltMult = Float
skyColorOpacityBase = Float
sunAltMult = Float
sunBase = Float
sunMin = Float
useFog = True/False
}
}
}
Property | Format | Description |
---|---|---|
ocean | Boolean | Whether the ocean is enabled. |
oceanColor | Color | The color of the ocean on the map. |
density | Decimal | The density of the ocean in g/m3. 1 is the density of actual water. |
minLevel | Integer | The PQS minimum subdivision level. Advised not to touch. |
maxLevel | Integer | The PQS maximum subdivision level. |
minDetailDistance | Decimal | The minimum subdivision level for scatters to spawn. |
maxQuadLengthsPerFrame | Decimal | Unknown use. Advised not to touch. |