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The Staff of SOH
Is that a really wide shoreline you've managed on the back side of the island?
I have no idea what that means but I want to know more! It sounds like it offers some interesting possibilities.not quite. I created a sand vector mosaic to run along the shoreline for that area.
Yeah, anything to get rid of the white 'surf'!I have no idea what that means but I want to know more! It sounds like it offers some interesting possibilities.
the extra sand is created the same way roads, rails and river mosaics are created. The line just follows the shoreline but is wider than the shore so it extends a bit more inland.I have no idea what that means but I want to know more! It sounds like it offers some interesting possibilities.
not really, just another layer in the terrain mosaic tiles. It does not support autogen objects though maybe something could be done with the vectordetaillinings but I have no clue??Wow! So you created a new type of vector? I didn't know that was possible. If more can be created, it seems like they could be used in places where more precision is desired than the LCF would otherwise allow. I don't suppose it supports autogen objects does it?
Which island, Anholt?
certainly has the potential to create an amazing seascape. One problem to overcome is that the landclasses are a bit large and inaccurate as you mentioned above. You normally have dry-land landclasses bleeding into the ocean for quite a ways or the opposite.Ok, here's an interesting thought. This could really open things up for detailed shallows and reefs. SeaWater.fx in shaders30 has a BaseOpacity value that can be set between 1.0 and 0.0 to make the water transparent. If an open ocean landclass were created at a flat neutral grayscale for everywhere with deep water, these vectors could be used to create white sandy bottoms, rocky areas, reefs or sandbars as appropriate near the coasts. The colors of cfs3h2o.dds would probably need to be adjusted as well.