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river_generator

v1.4.8

Builds the campaign-map rivers from a flow mask, a normal map, and a height map. Both main maps put it on an entity named river_script.

Find placed ones in the Scene panel with s:river_generator. See Filter.

Where you put it

Add the script to one entity for the whole map. SandBox\SceneObj\Main_map and NavalDLC\SceneObj\Main_map each have a single river_script at the origin.

What you set

Native panel. Both maps store this order.

Panel field What to do with it
FlowMap River mask texture. Both maps store worldmap_river_mask.
NormalMap River normal texture. Both maps store worldmap_river_normal.
HeightMap Terrain height texture. Both maps store world_map_heightmap.
Material River material. SandBox stores worldmap_river_mat. NavalDLC stores naval_worldmap_river.
Extra Pixel Count Extra texels around the river. SandBox stores 1. NavalDLC stores 0.
Show River Area Debug draw of the river area. Both maps store off.
Terrain Height Offset Lifts the river off the height map. SandBox stores 0.32. NavalDLC stores 0.
Water Plane Height Offset Extra lift against water planes. Both maps store 0.
Snap To Water Planes Stick the river to water planes. Both maps store on.

What it does

It generates the river mesh from those three textures and the material. Snap To Water Planes uses entities tagged snapped_water_body. The NavalDLC map also puts water_flowmap on the same river_script.

Where it lives

Native script. No prefab stores it. The two placements are the campaign Main_map scenes.

Examples

Campaign rivers. SandBox\SceneObj\Main_map. Entity river_script. Flow mask worldmap_river_mask, material worldmap_river_mat, terrain offset 0.32, extra pixels 1, snap on.

Naval campaign rivers. NavalDLC\SceneObj\Main_map. Entity river_script. Same masks and height map. Material naval_worldmap_river, terrain offset 0, extra pixels 0, snap on. water_flowmap is the next script on that entity.