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- #######################################
- #
- # Openness measures, for some playable cell,
- # the distance in cells to the nearest
- # unpathable cell. Openness is rendered on
- # a gradient color scale, so use this constant
- # to set what openness value renders at the end
- # end of the color scale. Larger openness values
- # appear the same color as the max.
- #
- #######################################
- float opennessRenderMax = 14.0
- #####################################
- #
- # for iGrok's openness scheme
- #
- #####################################
- int numOpennessGradientColors = 2
- int influenceHeatMapRepeat = 6
- # 2 uses older blending mode
- int influenceHeatMapBlendMode = 1
- #######################################
- #
- #
- #
- #######################################
- float minInfluenceToConsiderNatOrThird = 47.0
- float baseAvgOpennessNeighborhoodRadius = 12.0
- float chokeDetectionThreshold = 12.0
- float chokeDetectionAgreement = 7.0
- float spaceInMainChokeRadius = 8.0
- # cells between any cell in the flood area
- # governed by the main choke and a possible
- # in-base main. Use 1.0, generally.
- float inMainBaseRadius = 1.0
- float opennessElevLowSaturation = 0.75
- float opennessElevHighSaturation = 1.25
- #######################################
- #
- # These constants should add up to 1.0
- #
- #######################################
- float influenceWeightGround = 0.85
- float influenceWeightCWalk = 0.05
- float influenceWeightAir = 0.1
- #######################################
- #
- # Some analysis constants are based on
- # game data that the map analyzer has
- # no access to. These values shouldn't
- # change much if ever.
- #
- #######################################
- float defaultMineralAmount = 1500
- float defaultGeyserAmount = 2500
- #######################################
- #
- # More visual options
- #
- #######################################
- # Use probe time instead of unit distance
- int useProbeTime = 1
- # Render vertices on summary, influence, openness images
- int renderMoreVertices = 1
- # Render vertices on shortest path images
- int renderVerticesPaths = 1
- # Vertex render types: 0=none, 1=centered dot,
- # 2=centered circle, 3=classic
- int vertexElev0Type = 1
- int vertexElev1Type = 1
- int vertexElev2Type = 1
- int vertexElev3Type = 1
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