forked from Mirrors/openclonk
116 lines
3.3 KiB
Plaintext
116 lines
3.3 KiB
Plaintext
/*--
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Goldmine
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Author: Maikel
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A landscape with some smooth hills and some gold underneath the surface.
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--*/
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// Fills an overlay with random specks.
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overlay RandomMat {
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mask=1; invert=1; grp=1;
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loosebounds=1;
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// Combine multiple algortihms.
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overlay {
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algo=rndchecker; a=10;
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zoomX=10; zoomY=-10;
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turbulence=100; lambda=3;
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mask=1; loosebounds=1;
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} | overlay {
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algo=bozo; a=8;
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zoomX=10; zoomY=-10;
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turbulence=1000; lambda=3;
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mask=1; loosebounds=1;
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} | overlay {
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algo=bozo; a=8;
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zoomX=-10; zoomY=10;
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turbulence=1000; lambda=3;
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mask=1; loosebounds=1;
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};
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};
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// Fills an overlay with some random spots.
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overlay RandomSpots {
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mask=1; invert=1; grp=1;
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overlay {
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algo=bozo; a=10;
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zoomX=10; zoomY=-10;
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turbulence=1000; lambda=3;
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mask=1; loosebounds=1;
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} & overlay {
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algo=bozo; a=10;
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zoomX=-10; zoomY=10;
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turbulence=1000; lambda=3;
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mask=1; loosebounds=1;
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};
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};
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map Goldmine {
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// Use the sine algorithm for some small hills.
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overlay {
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mat=Earth; tex=earth;
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algo=sin;
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zoomX=40; zoomY=-100;
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ox=20; oy=40;
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turbulence=10; lambda=0;
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// Different types of earth, some tunnel and materials.
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RandomMat & overlay {
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mat=Tunnel; tex=tunnel;
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overlay {
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algo=border; a=1; b=1;
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mat=Earth; tex=Earth;
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};
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};
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RandomMat & overlay { mat=Earth; tex=earth_rough; };
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RandomMat & overlay { mat=Earth; tex=earth_dry; };
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RandomSpots & overlay { mat=Earth; tex=earth_topsoil; };
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RandomSpots & overlay { mat=Earth; tex=earth_midsoil; };
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RandomSpots & overlay { mat=Coal; tex=coal; };
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RandomSpots & overlay { mat=Sulphur; tex=sulphur; };
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RandomSpots & overlay { mat=Ore; tex=Ore; };
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// Make layers with different types of materials.
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// Upper layer with sulphur and coal.
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overlay {
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x=0; y=58; wdt=100; hgt=12;
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turbulence=10; lambda=3;
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loosebounds=1; mask=1;
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RandomMat & overlay { mat=Earth; tex=earth_topsoil; };
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RandomMat & overlay { mat=Coal; tex=coal; };
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RandomMat & overlay { mat=Sulphur; tex=sulphur; };
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};
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// Middle layer with rock and ore.
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overlay {
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x=0; y=72; wdt=100; hgt=12;
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turbulence=10; lambda=3;
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loosebounds=1; mask=1;
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RandomMat & overlay { mat=Earth; tex=earth_midsoil; };
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RandomMat & overlay { mat=Rock; tex=rock; };
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RandomMat & overlay { mat=Ore; tex=ore; };
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RandomSpots & overlay { mat=Rock; tex=rock_cracked; };
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RandomSpots & overlay { mat=Rock; tex=rock_cracked; };
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RandomSpots & overlay { mat=Rock; tex=rock_cracked; };
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RandomSpots & overlay { mat=Rock; tex=rock_cracked; };
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};
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// Bottom layer with gold.
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overlay {
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x=0; y=86; wdt=100; hgt=12;
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turbulence=10; lambda=3;
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loosebounds=1; mask=1;
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RandomSpots & overlay { mat=Gold; tex=gold; };
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RandomSpots & overlay { mat=Gold; tex=gold; };
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RandomSpots & overlay { mat=Gold; tex=gold; };
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RandomSpots & overlay { mat=Gold; tex=gold; };
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RandomSpots & overlay { mat=Gold; tex=gold; };
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RandomMat & overlay { mat=Gold; tex=gold; };
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RandomMat & overlay { mat=Gold; tex=gold; };
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};
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// Border of earth and sand.
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overlay {
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algo=border; a=3; b=3;
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mat=Sand; tex=sand_rough;
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RandomMat & overlay { mat=Earth; tex=earth_rough; };
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RandomMat & overlay { mat=Earth; tex=earth_dry; };
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RandomMat & overlay { mat=Earth; tex=earth; };
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};
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};
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};
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