Scatters
The Scatters
node in the LandControl PQSMod defines the scatters to be used within the LandClasses provided by LandControl. Scatters are 3D meshed objects that are generated on the surface and can have various configurable features added via the Components
subnode.
Subnodes #
- Material
- Components (Also known as ModularScatter)
Example #
LandControl
{
Scatters
{
Value
{
materialType = DiffuseWrapped
mesh = BUILTIN/boulder
castShadows = True
densityFactor = 1
maxCache = 512
maxCacheDelta = 32
maxLevelOffset = 0
maxScale = 1.5
minScale = 0.25
maxScatter = 30
maxSpeed = 1000
recieveShadows = True
name = BrownRock
allowedBiomes = Arid,Desert
lethalRadius = 5
seed = 345234534
verticalOffset = 0
delete = False
Material
{
...
}
Components
{
...
}
}
}
}
Property | Format | Description |
---|---|---|
name | Text | The name of the scatter. |
allowedBiomes | Text | A comma delimitted string of permitted scatter biome names. No spaces between entries. If this list is not present, all biomes are spawned in. |
lethalRadius | Decimal | The closest a kerbal can get to this scatter without being killed, in meters. Set to 0 (the default) to disable. |
lethalRadiusMsg | Text | A message to be displayed in a dialog box when a kerbal is killed by lethalRadius . Leave empty to disable. |
lethalRadiusWarnMsg | Text | A message to be displayed in a dialog box when a kerbal comes within 2x lethalRadius to alert the player. Leave empty to disable. |
seed | Integer | The random seed for scatter distribution. |
materialType | ScatterMaterialType | The type of the material of the scatter. Valid options can be found on the ScatterMaterialType page. |
material | BUILTIN | Stock material to use instead of specifying a materialType and Material . Avoid using this! Will not work in conjunction with the materialType and Material . |
mesh | File Path | The path to an .obj file that contains the scatter's mesh. |
Meshes | List of File Paths | A list of meshes that will be picked randomly. Inside this node, there can be keys named anything, and the value should be the file path to the .obj file. |
castShadows | Boolean | Whether the scatter should cast shadows. |
receiveShadows | Boolean | Whether the scatter should receive shadows - i.e., have shadows casted upon it. |
densityFactor | Float | A [0,1] base factor applied to maxScatter . Usually you want this set to 1 and just change maxScatter . |
maxCache | Integer | Maximum amount of active scatter quads. Leaving this to the default value (512) should be always fine. |
maxCacheDelta | Integer | How many quads are added to the cache when it isn't large enough to hold all active scatter quads. maxCache must be a multiple of this value. Default value (64) should be fine. |
maxLevelOffset | Integer | The max offset from the PQS level? (the ones controlled by minLevel and maxLevel ) |
maxScale | Float | The scatter model(s) will be scaled by a random multipler choosen between minScale and maxScale . |
minScale | Float | The scatter model(s) will be scaled by a random multipler choosen between minScale and maxScale . |
maxScatter | Integer | The base amount of scatter objects per quad. Actual amount depends on densityFactor , the density defined in the LandClasses node and spawnChance if useBetterDensity is true. |
maxSpeed | Float | Scatter quads won't be created/rendered if the active vessel speed (in m/s) is higher than this value. Due to a stock bug, this is unreliable and quads might still appear anyway. |
verticalOffset | Float | Vertical offset from the ground in meters for scatter objects placement. |
instancing | Boolean | Whether to instance the material, presumably to create better performance? |
useBetterDensity | Boolean | Set this to true to enable randomization of the amount of scatter objects per quad. |
spawnChance | Float | Requires useBetterDensity to be true. [0, 1] probability of each scatter object spawning. |
ignoreDensityGameSetting | Boolean | If set to true, the KSP main menu settings scatter density % will be ignored. |
Scatter density #
The amount of individual scatters per quad is determined as follows :
baseAmount = maxScatter * densityFactor * (density defined in the LandClass)
Then if useBetterDensity
is enabled, the average amount will be :
averageAmount = baseAmount * spawnChance