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.