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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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use trifid's magic resolution ratio and hope that it's correct
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@ -33,11 +33,15 @@ namespace NewHorizons.External.Modules
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/// </summary>
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/// </summary>
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public string textureMap;
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public string textureMap;
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// blame trifid if this ratio is wrong
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public const float RESOLUTION_RATIO = 256 / 51f;
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/// <summary>
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/// <summary>
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/// Resolution of the heightmap.
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/// Resolution of the heightmap.
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/// Higher values means more detail but also more memory/cpu/gpu usage.
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/// Higher values means more detail but also more memory/cpu/gpu usage.
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/// This value will be 1:1 with the heightmap texture, but only at the equator.
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/// </summary>
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/// </summary>
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[Range(0, int.MaxValue)] [DefaultValue(51)]
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[Range(0, int.MaxValue)] [DefaultValue((int)(51 * RESOLUTION_RATIO))]
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public int resolution = 51;
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public int resolution = (int)(51 * RESOLUTION_RATIO);
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}
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}
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}
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}
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@ -466,7 +466,7 @@ namespace NewHorizons.Handlers
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if (body.Config.HeightMap != null)
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if (body.Config.HeightMap != null)
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{
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{
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HeightMapBuilder.Make(go, sector, body.Config.HeightMap, body.Mod, body.Config.HeightMap.resolution);
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HeightMapBuilder.Make(go, sector, body.Config.HeightMap, body.Mod, (int)(body.Config.HeightMap.resolution / HeightMapModule.RESOLUTION_RATIO));
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}
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}
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if (body.Config.ProcGen != null)
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if (body.Config.ProcGen != null)
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