openclonk/planet/BeyondTheRocks.ocf/GoldRush.ocs/Landscape.txt

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