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Update README.md
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@ -48,6 +48,7 @@ Check the ship's log for how to use your warp drive to travel between star syste
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- Load planet meshes from asset bundle (done)
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- Black hole / white hole pairs (done)
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- Separate solar system scenes accessible via wormhole (done)
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- Warp drive with target set in ship's log (done)
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- Procedurally terrain generation (started)
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- Allow copying specific meshes from the stock game for details/scattering with collisions
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- "Quantum" planet parameters
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@ -214,6 +215,7 @@ Some of these I don't explain since they are just orbital parameters. If you don
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- "cloud" : (string) The file path to a texture file that will be given to the clouds.
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- "cloudCap" : (string) The file path to a texture that will be put on the north pole over the clouds.
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- "cloudRamp" : (string) I don't really know what this does. You don't have to put anything.
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- "useBasicCloudShader" : (true/false) By default we use the same shader as Giant's deep. Set this to true if you just want your cloud texture to be applied as is.
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- "fogTint" : (colour) Puts tinted fog around the planet.
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- "fogSize" : (decimal number)
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- "hasRain" : (true/false)
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@ -366,7 +368,8 @@ public class CreateAssetBundles
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- "outerRadius" : (decimal number)
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- "inclination" : (decimal number)
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- "longitudeOfAscendingNode" : (decimal number)
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- "texture" : (string) The file path to the image used for the rings. Normally I use a texture that is one pixel wide for this.
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- "texture" : (string) The file path to the image used for the rings. You can either give it a full image of the rings or a 1 pixel wide strip.
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- "rotationSpeed" : (decimal number)
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### Spawn
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- "playerSpawnPoint" : (position) If you want the player to spawn on the new body, set a value for this. Press "P" in game to have the game log the position you're looking at to find a good value for this.
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