Improved default celestial objects configuration
- increased overworld size - fixed parent reference to use only id - improved wording - fixed a few typos
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1 changed files with 16 additions and 13 deletions
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@ -7,13 +7,17 @@
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<!--
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An astronomical object or celestial object is a naturally occurring physical entity, association, or structure in the observable universe.
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They can be a planet, a more abstract construct like solar system (space dimension) or the all mighty hyperspace.
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Hyperspace is defined by it's WarpDriveHyperspace dimension provider. It may a virtual parent celestial object (i.e. one with no dimension defined).
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Hyperspace is defined by its WarpDriveHyperspace dimension provider.
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Space is a dimension with Hyperspace as its parent.
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In theory, multiple planets can exists in the same minecraft world (for example: The Twilight Forest exist on multiple planets in different star systems).
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Multiple hyperspaces can be defined.
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This default configuration is fairly simple.
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In practice, you can have several hyperspaces containing multiple spaces containing numerous planets, etc..
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When no dimension is defined, a celestial object is considered 'virtual'. An hyperspace can be virtual. A sun is (in most cases) virtual.
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In theory, multiple planets can exists in the same Minecraft world (for example: The Twilight Forest exist on multiple planets in different star systems).
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celestialObject.id should be unique for each Celestial object.
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When provided by WarpDrive, this is the world folder name instead of DIMxxx or WarpDriveHyperspace and WarpDriveSpace.
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When provided by WarpDrive, this is the world folder name instead of DIMxxx.
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-->
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@ -54,7 +58,7 @@
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skybox.backgroundColor is self explanatory. Vanilla enforces plain black at max render distance.
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skybox.starBrightnessBase is the minimum brightness of stars in the sky.
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skybox.starBrightnessVanilla is how much of the vanilla star brightness is used. Space and hyperspace have no Sun, hence it's a fixed value.
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skybox.celestialObjectOpacity is used for that eery feeling. 0 will completly hide celestial objects.
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skybox.celestialObjectOpacity is used for that eery feeling. 0 will completely hide celestial objects.
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skybox.fogColor is the main color. Higher values increases the halo effect.
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skybox.fogFactor is the fog opacity depending on local Sun position. Space and hyperspace have no Sun, hence it's a fixed value.
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-->
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@ -71,7 +75,7 @@
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<celestialObject id="solarSystem">
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<!--
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parent defines the relation with a bigger enveloping celestial object.
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parent.group, parent.name (optional): when using multiple files, you can attach to a parent by its group and name.
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parent.id (optional): when using multiple files, you can attach to a parent by its id.
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parent.center.x, parent.center.z: this is the center coordinates in the parent dimension, measured in blocks.
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-->
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<parent>
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@ -85,8 +89,7 @@
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<provider type="WarpDriveSpace" />
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<!--
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generate defines the chance of different structures to generate
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generate.group, generate.name: identify the structure from the related XML files
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Those only works in WarpDrive dimensions, they're ignored otherwise.
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generate.group, generate.name: identify the structure from the related XML files (name is optional)
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-->
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<generate group="moon" ratio="0.00125" />
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<generate group="asteroid" ratio="0.0067" />
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@ -115,8 +118,8 @@
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alpha: transparency factor from 0.00 (invisible) to 1.00 (opaque)
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texture: optional texture to use, can come from resource pack, vanilla or the mod itself
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periodU, periodV: optional texture rotation period over the planet, measured in seconds, defaults to 0 (disabled)
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Texture coordinates are defined along U and V axis (you can see them as X and Y axs in the context of the texture pixels).
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A periodU of 40 means the texture will do progressively shift along U axis, doing a full rotation in 40s.
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Texture coordinates are defined along U and V axis (you can see them as X and Y axis in the context of the texture pixels).
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A periodU of 40 means the texture will do progressively shift along U axis, doing a full rotation in 40 seconds.
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A periodU of -80 means the texture will shift twice slower in the opposite direction.
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additive: optional blending function, defaults to false (multiplicative)
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Blending is the mathematical operation to mix existing pixel (previous layer or sky background) with the new one.
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@ -136,9 +139,9 @@
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<celestialObject id="earth">
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<parent>
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<!-- coordinates in the solar system, measured in blocks -->
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<center x="-40000" z="20000" />
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<center x="-40000" z="30000" />
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</parent>
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<size x="4000" z="4000" />
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<size x="10000" z="10000" />
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<dimension id="0" isBreathable="true" gravity="normal">
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<center x="0" z="0" />
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</dimension>
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@ -155,7 +158,7 @@
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<parent>
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<center x="0" z="0" />
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</parent>
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<size x="1000" z="1000" />
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<size x="2500" z="2500" />
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<dimension id="-1" isBreathable="true" gravity="normal">
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<center x="0" z="0" />
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</dimension>
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